3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
24 #include "client/renderingengine.h"
27 #include "client/clientevent.h"
28 #include "client/gameui.h"
29 #include "client/inputhandler.h"
30 #include "client/tile.h" // For TextureSource
31 #include "client/keys.h"
32 #include "client/joystick_controller.h"
33 #include "clientmap.h"
36 #include "content_cao.h"
37 #include "client/event_manager.h"
38 #include "fontengine.h"
43 #include "gui/guiChatConsole.h"
44 #include "gui/guiConfirmRegistration.h"
45 #include "gui/guiFormSpecMenu.h"
46 #include "gui/guiKeyChangeMenu.h"
47 #include "gui/guiPasswordChange.h"
48 #include "gui/guiVolumeChange.h"
49 #include "gui/mainmenumanager.h"
50 #include "gui/profilergraph.h"
53 #include "nodedef.h" // Needed for determining pointing to nodes
54 #include "nodemetadata.h"
55 #include "particles.h"
58 #include "quicktune_shortcutter.h"
64 #include "translation.h"
65 #include "util/basic_macros.h"
66 #include "util/directiontables.h"
67 #include "util/pointedthing.h"
68 #include "irrlicht_changes/static_text.h"
70 #include "script/scripting_client.h"
74 #include "client/sound_openal.h"
76 #include "client/sound.h"
82 struct TextDestNodeMetadata : public TextDest
84 TextDestNodeMetadata(v3s16 p, Client *client)
89 // This is deprecated I guess? -celeron55
90 void gotText(const std::wstring &text)
92 std::string ntext = wide_to_utf8(text);
93 infostream << "Submitting 'text' field of node at (" << m_p.X << ","
94 << m_p.Y << "," << m_p.Z << "): " << ntext << std::endl;
96 fields["text"] = ntext;
97 m_client->sendNodemetaFields(m_p, "", fields);
99 void gotText(const StringMap &fields)
101 m_client->sendNodemetaFields(m_p, "", fields);
108 struct TextDestPlayerInventory : public TextDest
110 TextDestPlayerInventory(Client *client)
115 TextDestPlayerInventory(Client *client, const std::string &formname)
118 m_formname = formname;
120 void gotText(const StringMap &fields)
122 m_client->sendInventoryFields(m_formname, fields);
128 struct LocalFormspecHandler : public TextDest
130 LocalFormspecHandler(const std::string &formname)
132 m_formname = formname;
135 LocalFormspecHandler(const std::string &formname, Client *client):
138 m_formname = formname;
141 void gotText(const StringMap &fields)
143 if (m_formname == "MT_PAUSE_MENU") {
144 if (fields.find("btn_sound") != fields.end()) {
145 g_gamecallback->changeVolume();
149 if (fields.find("btn_key_config") != fields.end()) {
150 g_gamecallback->keyConfig();
154 if (fields.find("btn_exit_menu") != fields.end()) {
155 g_gamecallback->disconnect();
159 if (fields.find("btn_exit_os") != fields.end()) {
160 g_gamecallback->exitToOS();
162 RenderingEngine::get_raw_device()->closeDevice();
167 if (fields.find("btn_change_password") != fields.end()) {
168 g_gamecallback->changePassword();
172 if (fields.find("quit") != fields.end()) {
176 if (fields.find("btn_continue") != fields.end()) {
181 if (m_formname == "MT_DEATH_SCREEN") {
182 assert(m_client != 0);
183 m_client->sendRespawn();
187 if (m_client && m_client->moddingEnabled())
188 m_client->getScript()->on_formspec_input(m_formname, fields);
191 Client *m_client = nullptr;
194 /* Form update callback */
196 class NodeMetadataFormSource: public IFormSource
199 NodeMetadataFormSource(ClientMap *map, v3s16 p):
204 const std::string &getForm() const
206 static const std::string empty_string = "";
207 NodeMetadata *meta = m_map->getNodeMetadata(m_p);
212 return meta->getString("formspec");
215 virtual std::string resolveText(const std::string &str)
217 NodeMetadata *meta = m_map->getNodeMetadata(m_p);
222 return meta->resolveString(str);
229 class PlayerInventoryFormSource: public IFormSource
232 PlayerInventoryFormSource(Client *client):
237 const std::string &getForm() const
239 LocalPlayer *player = m_client->getEnv().getLocalPlayer();
240 return player->inventory_formspec;
246 class NodeDugEvent: public MtEvent
252 NodeDugEvent(v3s16 p, MapNode n):
256 MtEvent::Type getType() const
258 return MtEvent::NODE_DUG;
264 ISoundManager *m_sound;
265 const NodeDefManager *m_ndef;
267 bool makes_footstep_sound;
268 float m_player_step_timer;
270 SimpleSoundSpec m_player_step_sound;
271 SimpleSoundSpec m_player_leftpunch_sound;
272 SimpleSoundSpec m_player_rightpunch_sound;
274 SoundMaker(ISoundManager *sound, const NodeDefManager *ndef):
277 makes_footstep_sound(true),
278 m_player_step_timer(0)
282 void playPlayerStep()
284 if (m_player_step_timer <= 0 && m_player_step_sound.exists()) {
285 m_player_step_timer = 0.03;
286 if (makes_footstep_sound)
287 m_sound->playSound(m_player_step_sound, false);
291 static void viewBobbingStep(MtEvent *e, void *data)
293 SoundMaker *sm = (SoundMaker *)data;
294 sm->playPlayerStep();
297 static void playerRegainGround(MtEvent *e, void *data)
299 SoundMaker *sm = (SoundMaker *)data;
300 sm->playPlayerStep();
303 static void playerJump(MtEvent *e, void *data)
305 //SoundMaker *sm = (SoundMaker*)data;
308 static void cameraPunchLeft(MtEvent *e, void *data)
310 SoundMaker *sm = (SoundMaker *)data;
311 sm->m_sound->playSound(sm->m_player_leftpunch_sound, false);
314 static void cameraPunchRight(MtEvent *e, void *data)
316 SoundMaker *sm = (SoundMaker *)data;
317 sm->m_sound->playSound(sm->m_player_rightpunch_sound, false);
320 static void nodeDug(MtEvent *e, void *data)
322 SoundMaker *sm = (SoundMaker *)data;
323 NodeDugEvent *nde = (NodeDugEvent *)e;
324 sm->m_sound->playSound(sm->m_ndef->get(nde->n).sound_dug, false);
327 static void playerDamage(MtEvent *e, void *data)
329 SoundMaker *sm = (SoundMaker *)data;
330 sm->m_sound->playSound(SimpleSoundSpec("player_damage", 0.5), false);
333 static void playerFallingDamage(MtEvent *e, void *data)
335 SoundMaker *sm = (SoundMaker *)data;
336 sm->m_sound->playSound(SimpleSoundSpec("player_falling_damage", 0.5), false);
339 void registerReceiver(MtEventManager *mgr)
341 mgr->reg(MtEvent::VIEW_BOBBING_STEP, SoundMaker::viewBobbingStep, this);
342 mgr->reg(MtEvent::PLAYER_REGAIN_GROUND, SoundMaker::playerRegainGround, this);
343 mgr->reg(MtEvent::PLAYER_JUMP, SoundMaker::playerJump, this);
344 mgr->reg(MtEvent::CAMERA_PUNCH_LEFT, SoundMaker::cameraPunchLeft, this);
345 mgr->reg(MtEvent::CAMERA_PUNCH_RIGHT, SoundMaker::cameraPunchRight, this);
346 mgr->reg(MtEvent::NODE_DUG, SoundMaker::nodeDug, this);
347 mgr->reg(MtEvent::PLAYER_DAMAGE, SoundMaker::playerDamage, this);
348 mgr->reg(MtEvent::PLAYER_FALLING_DAMAGE, SoundMaker::playerFallingDamage, this);
351 void step(float dtime)
353 m_player_step_timer -= dtime;
357 // Locally stored sounds don't need to be preloaded because of this
358 class GameOnDemandSoundFetcher: public OnDemandSoundFetcher
360 std::set<std::string> m_fetched;
362 void paths_insert(std::set<std::string> &dst_paths,
363 const std::string &base,
364 const std::string &name)
366 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".ogg");
367 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".0.ogg");
368 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".1.ogg");
369 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".2.ogg");
370 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".3.ogg");
371 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".4.ogg");
372 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".5.ogg");
373 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".6.ogg");
374 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".7.ogg");
375 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".8.ogg");
376 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".9.ogg");
379 void fetchSounds(const std::string &name,
380 std::set<std::string> &dst_paths,
381 std::set<std::string> &dst_datas)
383 if (m_fetched.count(name))
386 m_fetched.insert(name);
388 paths_insert(dst_paths, porting::path_share, name);
389 paths_insert(dst_paths, porting::path_user, name);
394 // before 1.8 there isn't a "integer interface", only float
395 #if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
396 typedef f32 SamplerLayer_t;
398 typedef s32 SamplerLayer_t;
402 class GameGlobalShaderConstantSetter : public IShaderConstantSetter
405 bool *m_force_fog_off;
408 CachedPixelShaderSetting<float, 4> m_sky_bg_color;
409 CachedPixelShaderSetting<float> m_fog_distance;
410 CachedVertexShaderSetting<float> m_animation_timer_vertex;
411 CachedPixelShaderSetting<float> m_animation_timer_pixel;
412 CachedPixelShaderSetting<float, 3> m_day_light;
413 CachedPixelShaderSetting<float, 3> m_eye_position_pixel;
414 CachedVertexShaderSetting<float, 3> m_eye_position_vertex;
415 CachedPixelShaderSetting<float, 3> m_minimap_yaw;
416 CachedPixelShaderSetting<SamplerLayer_t> m_base_texture;
417 CachedPixelShaderSetting<SamplerLayer_t> m_normal_texture;
418 CachedPixelShaderSetting<SamplerLayer_t> m_texture_flags;
422 void onSettingsChange(const std::string &name)
424 if (name == "enable_fog")
425 m_fog_enabled = g_settings->getBool("enable_fog");
428 static void settingsCallback(const std::string &name, void *userdata)
430 reinterpret_cast<GameGlobalShaderConstantSetter*>(userdata)->onSettingsChange(name);
433 void setSky(Sky *sky) { m_sky = sky; }
435 GameGlobalShaderConstantSetter(Sky *sky, bool *force_fog_off,
436 f32 *fog_range, Client *client) :
438 m_force_fog_off(force_fog_off),
439 m_fog_range(fog_range),
440 m_sky_bg_color("skyBgColor"),
441 m_fog_distance("fogDistance"),
442 m_animation_timer_vertex("animationTimer"),
443 m_animation_timer_pixel("animationTimer"),
444 m_day_light("dayLight"),
445 m_eye_position_pixel("eyePosition"),
446 m_eye_position_vertex("eyePosition"),
447 m_minimap_yaw("yawVec"),
448 m_base_texture("baseTexture"),
449 m_normal_texture("normalTexture"),
450 m_texture_flags("textureFlags"),
453 g_settings->registerChangedCallback("enable_fog", settingsCallback, this);
454 m_fog_enabled = g_settings->getBool("enable_fog");
457 ~GameGlobalShaderConstantSetter()
459 g_settings->deregisterChangedCallback("enable_fog", settingsCallback, this);
462 virtual void onSetConstants(video::IMaterialRendererServices *services,
469 video::SColor bgcolor = m_sky->getBgColor();
470 video::SColorf bgcolorf(bgcolor);
471 float bgcolorfa[4] = {
477 m_sky_bg_color.set(bgcolorfa, services);
480 float fog_distance = 10000 * BS;
482 if (m_fog_enabled && !*m_force_fog_off)
483 fog_distance = *m_fog_range;
485 m_fog_distance.set(&fog_distance, services);
487 u32 daynight_ratio = (float)m_client->getEnv().getDayNightRatio();
488 video::SColorf sunlight;
489 get_sunlight_color(&sunlight, daynight_ratio);
494 m_day_light.set(dnc, services);
496 u32 animation_timer = porting::getTimeMs() % 100000;
497 float animation_timer_f = (float)animation_timer / 100000.f;
498 m_animation_timer_vertex.set(&animation_timer_f, services);
499 m_animation_timer_pixel.set(&animation_timer_f, services);
501 float eye_position_array[3];
502 v3f epos = m_client->getEnv().getLocalPlayer()->getEyePosition();
503 #if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
504 eye_position_array[0] = epos.X;
505 eye_position_array[1] = epos.Y;
506 eye_position_array[2] = epos.Z;
508 epos.getAs3Values(eye_position_array);
510 m_eye_position_pixel.set(eye_position_array, services);
511 m_eye_position_vertex.set(eye_position_array, services);
513 if (m_client->getMinimap()) {
514 float minimap_yaw_array[3];
515 v3f minimap_yaw = m_client->getMinimap()->getYawVec();
516 #if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
517 minimap_yaw_array[0] = minimap_yaw.X;
518 minimap_yaw_array[1] = minimap_yaw.Y;
519 minimap_yaw_array[2] = minimap_yaw.Z;
521 minimap_yaw.getAs3Values(minimap_yaw_array);
523 m_minimap_yaw.set(minimap_yaw_array, services);
526 SamplerLayer_t base_tex = 0,
529 m_base_texture.set(&base_tex, services);
530 m_normal_texture.set(&normal_tex, services);
531 m_texture_flags.set(&flags_tex, services);
536 class GameGlobalShaderConstantSetterFactory : public IShaderConstantSetterFactory
539 bool *m_force_fog_off;
542 std::vector<GameGlobalShaderConstantSetter *> created_nosky;
544 GameGlobalShaderConstantSetterFactory(bool *force_fog_off,
545 f32 *fog_range, Client *client) :
547 m_force_fog_off(force_fog_off),
548 m_fog_range(fog_range),
552 void setSky(Sky *sky) {
554 for (GameGlobalShaderConstantSetter *ggscs : created_nosky) {
555 ggscs->setSky(m_sky);
557 created_nosky.clear();
560 virtual IShaderConstantSetter* create()
562 GameGlobalShaderConstantSetter *scs = new GameGlobalShaderConstantSetter(
563 m_sky, m_force_fog_off, m_fog_range, m_client);
565 created_nosky.push_back(scs);
571 #define SIZE_TAG "size[11,5.5]"
573 #define SIZE_TAG "size[11,5.5,true]" // Fixed size on desktop
576 /****************************************************************************
578 ****************************************************************************/
580 const float object_hit_delay = 0.2;
583 u32 last_time, busy_time, sleep_time;
587 /* The reason the following structs are not anonymous structs within the
588 * class is that they are not used by the majority of member functions and
589 * many functions that do require objects of thse types do not modify them
590 * (so they can be passed as a const qualified parameter)
596 PointedThing pointed_old;
600 bool digging_blocked;
602 bool update_wielded_item_trigger;
603 bool reset_jump_timer;
604 float nodig_delay_timer;
606 float dig_time_complete;
607 float repeat_rightclick_timer;
608 float object_hit_delay_timer;
609 float time_from_last_punch;
610 ClientActiveObject *selected_object;
614 float update_draw_list_timer;
618 v3f update_draw_list_last_cam_dir;
620 float time_of_day_smooth;
625 struct ClientEventHandler
627 void (Game::*handler)(ClientEvent *, CameraOrientation *);
630 /****************************************************************************
632 ****************************************************************************/
634 /* This is not intended to be a public class. If a public class becomes
635 * desirable then it may be better to create another 'wrapper' class that
636 * hides most of the stuff in this class (nothing in this class is required
637 * by any other file) but exposes the public methods/data only.
644 bool startup(bool *kill,
647 const std::string &map_dir,
648 const std::string &playername,
649 const std::string &password,
650 // If address is "", local server is used and address is updated
651 std::string *address,
653 std::string &error_message,
655 ChatBackend *chat_backend,
656 const SubgameSpec &gamespec, // Used for local game
657 bool simple_singleplayer_mode);
664 void extendedResourceCleanup();
666 // Basic initialisation
667 bool init(const std::string &map_dir, std::string *address,
669 const SubgameSpec &gamespec);
671 bool createSingleplayerServer(const std::string &map_dir,
672 const SubgameSpec &gamespec, u16 port, std::string *address);
675 bool createClient(const std::string &playername,
676 const std::string &password, std::string *address, u16 port);
680 bool connectToServer(const std::string &playername,
681 const std::string &password, std::string *address, u16 port,
682 bool *connect_ok, bool *aborted);
683 bool getServerContent(bool *aborted);
687 void updateInteractTimers(f32 dtime);
688 bool checkConnection();
689 bool handleCallbacks();
690 void processQueues();
691 void updateProfilers(const RunStats &stats, const FpsControl &draw_times, f32 dtime);
692 void addProfilerGraphs(const RunStats &stats, const FpsControl &draw_times, f32 dtime);
693 void updateStats(RunStats *stats, const FpsControl &draw_times, f32 dtime);
696 void processUserInput(f32 dtime);
697 void processKeyInput();
698 void processItemSelection(u16 *new_playeritem);
700 void dropSelectedItem(bool single_item = false);
701 void openInventory();
702 void openConsole(float scale, const wchar_t *line=NULL);
703 void toggleFreeMove();
704 void toggleFreeMoveAlt();
705 void togglePitchMove();
708 void toggleCinematic();
709 void toggleAutoforward();
711 void toggleMinimap(bool shift_pressed);
714 void toggleUpdateCamera();
716 void increaseViewRange();
717 void decreaseViewRange();
718 void toggleFullViewRange();
719 void checkZoomEnabled();
721 void updateCameraDirection(CameraOrientation *cam, float dtime);
722 void updateCameraOrientation(CameraOrientation *cam, float dtime);
723 void updatePlayerControl(const CameraOrientation &cam);
724 void step(f32 *dtime);
725 void processClientEvents(CameraOrientation *cam);
726 void updateCamera(u32 busy_time, f32 dtime);
727 void updateSound(f32 dtime);
728 void processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug);
730 * Returns the object or node the player is pointing at.
731 * Also updates the selected thing in the Hud.
733 * @param[in] shootline the shootline, starting from
734 * the camera position. This also gives the maximal distance
736 * @param[in] liquids_pointable if false, liquids are ignored
737 * @param[in] look_for_object if false, objects are ignored
738 * @param[in] camera_offset offset of the camera
739 * @param[out] selected_object the selected object or
742 PointedThing updatePointedThing(
743 const core::line3d<f32> &shootline, bool liquids_pointable,
744 bool look_for_object, const v3s16 &camera_offset);
745 void handlePointingAtNothing(const ItemStack &playerItem);
746 void handlePointingAtNode(const PointedThing &pointed,
747 const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime);
748 void handlePointingAtObject(const PointedThing &pointed, const ItemStack &playeritem,
749 const v3f &player_position, bool show_debug);
750 void handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
751 const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime);
752 void updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
753 const CameraOrientation &cam);
754 void updateProfilerGraphs(ProfilerGraph *graph);
757 void limitFps(FpsControl *fps_timings, f32 *dtime);
759 void showOverlayMessage(const char *msg, float dtime, int percent,
760 bool draw_clouds = true);
762 static void settingChangedCallback(const std::string &setting_name, void *data);
765 inline bool isKeyDown(GameKeyType k)
767 return input->isKeyDown(k);
769 inline bool wasKeyDown(GameKeyType k)
771 return input->wasKeyDown(k);
775 void handleAndroidChatInput();
780 bool force_fog_off = false;
781 bool disable_camera_update = false;
784 void showDeathFormspec();
785 void showPauseMenu();
787 // ClientEvent handlers
788 void handleClientEvent_None(ClientEvent *event, CameraOrientation *cam);
789 void handleClientEvent_PlayerDamage(ClientEvent *event, CameraOrientation *cam);
790 void handleClientEvent_PlayerForceMove(ClientEvent *event, CameraOrientation *cam);
791 void handleClientEvent_Deathscreen(ClientEvent *event, CameraOrientation *cam);
792 void handleClientEvent_ShowFormSpec(ClientEvent *event, CameraOrientation *cam);
793 void handleClientEvent_ShowLocalFormSpec(ClientEvent *event, CameraOrientation *cam);
794 void handleClientEvent_HandleParticleEvent(ClientEvent *event,
795 CameraOrientation *cam);
796 void handleClientEvent_HudAdd(ClientEvent *event, CameraOrientation *cam);
797 void handleClientEvent_HudRemove(ClientEvent *event, CameraOrientation *cam);
798 void handleClientEvent_HudChange(ClientEvent *event, CameraOrientation *cam);
799 void handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam);
800 void handleClientEvent_OverrideDayNigthRatio(ClientEvent *event,
801 CameraOrientation *cam);
802 void handleClientEvent_CloudParams(ClientEvent *event, CameraOrientation *cam);
804 void updateChat(f32 dtime, const v2u32 &screensize);
806 bool nodePlacementPrediction(const ItemDefinition &selected_def,
807 const ItemStack &selected_item, const v3s16 &nodepos, const v3s16 &neighbourpos);
808 static const ClientEventHandler clientEventHandler[CLIENTEVENT_MAX];
810 InputHandler *input = nullptr;
812 Client *client = nullptr;
813 Server *server = nullptr;
815 IWritableTextureSource *texture_src = nullptr;
816 IWritableShaderSource *shader_src = nullptr;
818 // When created, these will be filled with data received from the server
819 IWritableItemDefManager *itemdef_manager = nullptr;
820 NodeDefManager *nodedef_manager = nullptr;
822 GameOnDemandSoundFetcher soundfetcher; // useful when testing
823 ISoundManager *sound = nullptr;
824 bool sound_is_dummy = false;
825 SoundMaker *soundmaker = nullptr;
827 ChatBackend *chat_backend = nullptr;
829 EventManager *eventmgr = nullptr;
830 QuicktuneShortcutter *quicktune = nullptr;
831 bool registration_confirmation_shown = false;
833 std::unique_ptr<GameUI> m_game_ui;
834 GUIChatConsole *gui_chat_console = nullptr; // Free using ->Drop()
835 MapDrawControl *draw_control = nullptr;
836 Camera *camera = nullptr;
837 Clouds *clouds = nullptr; // Free using ->Drop()
838 Sky *sky = nullptr; // Free using ->Drop()
840 Minimap *mapper = nullptr;
846 This class does take ownership/responsibily for cleaning up etc of any of
847 these items (e.g. device)
849 IrrlichtDevice *device;
850 video::IVideoDriver *driver;
851 scene::ISceneManager *smgr;
853 std::string *error_message;
854 bool *reconnect_requested;
855 scene::ISceneNode *skybox;
858 bool simple_singleplayer_mode;
861 /* Pre-calculated values
863 int crack_animation_length;
865 IntervalLimiter profiler_interval;
868 * TODO: Local caching of settings is not optimal and should at some stage
869 * be updated to use a global settings object for getting thse values
870 * (as opposed to the this local caching). This can be addressed in
873 bool m_cache_doubletap_jump;
874 bool m_cache_enable_clouds;
875 bool m_cache_enable_joysticks;
876 bool m_cache_enable_particles;
877 bool m_cache_enable_fog;
878 bool m_cache_enable_noclip;
879 bool m_cache_enable_free_move;
880 f32 m_cache_mouse_sensitivity;
881 f32 m_cache_joystick_frustum_sensitivity;
882 f32 m_repeat_right_click_time;
883 f32 m_cache_cam_smoothing;
884 f32 m_cache_fog_start;
886 bool m_invert_mouse = false;
887 bool m_first_loop_after_window_activation = false;
888 bool m_camera_offset_changed = false;
890 bool m_does_lost_focus_pause_game = false;
893 bool m_cache_hold_aux1;
894 bool m_android_chat_open;
899 m_game_ui(new GameUI())
901 g_settings->registerChangedCallback("doubletap_jump",
902 &settingChangedCallback, this);
903 g_settings->registerChangedCallback("enable_clouds",
904 &settingChangedCallback, this);
905 g_settings->registerChangedCallback("doubletap_joysticks",
906 &settingChangedCallback, this);
907 g_settings->registerChangedCallback("enable_particles",
908 &settingChangedCallback, this);
909 g_settings->registerChangedCallback("enable_fog",
910 &settingChangedCallback, this);
911 g_settings->registerChangedCallback("mouse_sensitivity",
912 &settingChangedCallback, this);
913 g_settings->registerChangedCallback("joystick_frustum_sensitivity",
914 &settingChangedCallback, this);
915 g_settings->registerChangedCallback("repeat_rightclick_time",
916 &settingChangedCallback, this);
917 g_settings->registerChangedCallback("noclip",
918 &settingChangedCallback, this);
919 g_settings->registerChangedCallback("free_move",
920 &settingChangedCallback, this);
921 g_settings->registerChangedCallback("cinematic",
922 &settingChangedCallback, this);
923 g_settings->registerChangedCallback("cinematic_camera_smoothing",
924 &settingChangedCallback, this);
925 g_settings->registerChangedCallback("camera_smoothing",
926 &settingChangedCallback, this);
931 m_cache_hold_aux1 = false; // This is initialised properly later
938 /****************************************************************************
940 ****************************************************************************/
949 delete server; // deleted first to stop all server threads
957 delete nodedef_manager;
958 delete itemdef_manager;
961 extendedResourceCleanup();
963 g_settings->deregisterChangedCallback("doubletap_jump",
964 &settingChangedCallback, this);
965 g_settings->deregisterChangedCallback("enable_clouds",
966 &settingChangedCallback, this);
967 g_settings->deregisterChangedCallback("enable_particles",
968 &settingChangedCallback, this);
969 g_settings->deregisterChangedCallback("enable_fog",
970 &settingChangedCallback, this);
971 g_settings->deregisterChangedCallback("mouse_sensitivity",
972 &settingChangedCallback, this);
973 g_settings->deregisterChangedCallback("repeat_rightclick_time",
974 &settingChangedCallback, this);
975 g_settings->deregisterChangedCallback("noclip",
976 &settingChangedCallback, this);
977 g_settings->deregisterChangedCallback("free_move",
978 &settingChangedCallback, this);
979 g_settings->deregisterChangedCallback("cinematic",
980 &settingChangedCallback, this);
981 g_settings->deregisterChangedCallback("cinematic_camera_smoothing",
982 &settingChangedCallback, this);
983 g_settings->deregisterChangedCallback("camera_smoothing",
984 &settingChangedCallback, this);
987 bool Game::startup(bool *kill,
990 const std::string &map_dir,
991 const std::string &playername,
992 const std::string &password,
993 std::string *address, // can change if simple_singleplayer_mode
995 std::string &error_message,
997 ChatBackend *chat_backend,
998 const SubgameSpec &gamespec,
999 bool simple_singleplayer_mode)
1002 this->device = RenderingEngine::get_raw_device();
1004 this->error_message = &error_message;
1005 this->reconnect_requested = reconnect;
1006 this->random_input = random_input;
1007 this->input = input;
1008 this->chat_backend = chat_backend;
1009 this->simple_singleplayer_mode = simple_singleplayer_mode;
1011 input->keycache.populate();
1013 driver = device->getVideoDriver();
1014 smgr = RenderingEngine::get_scene_manager();
1016 RenderingEngine::get_scene_manager()->getParameters()->
1017 setAttribute(scene::OBJ_LOADER_IGNORE_MATERIAL_FILES, true);
1020 runData = GameRunData();
1021 runData.time_from_last_punch = 10.0;
1022 runData.update_wielded_item_trigger = true;
1024 m_game_ui->initFlags();
1026 m_invert_mouse = g_settings->getBool("invert_mouse");
1027 m_first_loop_after_window_activation = true;
1029 g_translations->clear();
1031 if (!init(map_dir, address, port, gamespec))
1034 if (!createClient(playername, password, address, port))
1037 RenderingEngine::initialize(client, hud);
1045 ProfilerGraph graph;
1046 RunStats stats = { 0 };
1047 CameraOrientation cam_view_target = { 0 };
1048 CameraOrientation cam_view = { 0 };
1049 FpsControl draw_times = { 0 };
1050 f32 dtime; // in seconds
1052 /* Clear the profiler */
1053 Profiler::GraphValues dummyvalues;
1054 g_profiler->graphGet(dummyvalues);
1056 draw_times.last_time = RenderingEngine::get_timer_time();
1058 set_light_table(g_settings->getFloat("display_gamma"));
1061 m_cache_hold_aux1 = g_settings->getBool("fast_move")
1062 && client->checkPrivilege("fast");
1065 irr::core::dimension2d<u32> previous_screen_size(g_settings->getU16("screen_w"),
1066 g_settings->getU16("screen_h"));
1068 while (RenderingEngine::run()
1069 && !(*kill || g_gamecallback->shutdown_requested
1070 || (server && server->isShutdownRequested()))) {
1072 const irr::core::dimension2d<u32> ¤t_screen_size =
1073 RenderingEngine::get_video_driver()->getScreenSize();
1074 // Verify if window size has changed and save it if it's the case
1075 // Ensure evaluating settings->getBool after verifying screensize
1076 // First condition is cheaper
1077 if (previous_screen_size != current_screen_size &&
1078 current_screen_size != irr::core::dimension2d<u32>(0,0) &&
1079 g_settings->getBool("autosave_screensize")) {
1080 g_settings->setU16("screen_w", current_screen_size.Width);
1081 g_settings->setU16("screen_h", current_screen_size.Height);
1082 previous_screen_size = current_screen_size;
1085 /* Must be called immediately after a device->run() call because it
1086 * uses device->getTimer()->getTime()
1088 limitFps(&draw_times, &dtime);
1090 updateStats(&stats, draw_times, dtime);
1091 updateInteractTimers(dtime);
1093 if (!checkConnection())
1095 if (!handleCallbacks())
1100 m_game_ui->clearInfoText();
1101 hud->resizeHotbar();
1103 updateProfilers(stats, draw_times, dtime);
1104 processUserInput(dtime);
1105 // Update camera before player movement to avoid camera lag of one frame
1106 updateCameraDirection(&cam_view_target, dtime);
1107 cam_view.camera_yaw += (cam_view_target.camera_yaw -
1108 cam_view.camera_yaw) * m_cache_cam_smoothing;
1109 cam_view.camera_pitch += (cam_view_target.camera_pitch -
1110 cam_view.camera_pitch) * m_cache_cam_smoothing;
1111 updatePlayerControl(cam_view);
1113 processClientEvents(&cam_view_target);
1114 updateCamera(draw_times.busy_time, dtime);
1116 processPlayerInteraction(dtime, m_game_ui->m_flags.show_hud,
1117 m_game_ui->m_flags.show_debug);
1118 updateFrame(&graph, &stats, dtime, cam_view);
1119 updateProfilerGraphs(&graph);
1121 // Update if minimap has been disabled by the server
1122 m_game_ui->m_flags.show_minimap &= client->shouldShowMinimap();
1124 if (m_does_lost_focus_pause_game && !device->isWindowFocused() && !isMenuActive()) {
1131 void Game::shutdown()
1133 RenderingEngine::finalize();
1134 #if IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR <= 8
1135 if (g_settings->get("3d_mode") == "pageflip") {
1136 driver->setRenderTarget(irr::video::ERT_STEREO_BOTH_BUFFERS);
1139 auto formspec = m_game_ui->getFormspecGUI();
1141 formspec->quitMenu();
1143 showOverlayMessage(N_("Shutting down..."), 0, 0, false);
1148 if (gui_chat_console)
1149 gui_chat_console->drop();
1155 while (g_menumgr.menuCount() > 0) {
1156 g_menumgr.m_stack.front()->setVisible(false);
1157 g_menumgr.deletingMenu(g_menumgr.m_stack.front());
1160 m_game_ui->deleteFormspec();
1162 chat_backend->addMessage(L"", L"# Disconnected.");
1163 chat_backend->addMessage(L"", L"");
1167 while (!client->isShutdown()) {
1168 assert(texture_src != NULL);
1169 assert(shader_src != NULL);
1170 texture_src->processQueue();
1171 shader_src->processQueue();
1178 /****************************************************************************/
1179 /****************************************************************************
1181 ****************************************************************************/
1182 /****************************************************************************/
1185 const std::string &map_dir,
1186 std::string *address,
1188 const SubgameSpec &gamespec)
1190 texture_src = createTextureSource();
1192 showOverlayMessage(N_("Loading..."), 0, 0);
1194 shader_src = createShaderSource();
1196 itemdef_manager = createItemDefManager();
1197 nodedef_manager = createNodeDefManager();
1199 eventmgr = new EventManager();
1200 quicktune = new QuicktuneShortcutter();
1202 if (!(texture_src && shader_src && itemdef_manager && nodedef_manager
1203 && eventmgr && quicktune))
1209 // Create a server if not connecting to an existing one
1210 if (address->empty()) {
1211 if (!createSingleplayerServer(map_dir, gamespec, port, address))
1218 bool Game::initSound()
1221 if (g_settings->getBool("enable_sound")) {
1222 infostream << "Attempting to use OpenAL audio" << std::endl;
1223 sound = createOpenALSoundManager(g_sound_manager_singleton.get(), &soundfetcher);
1225 infostream << "Failed to initialize OpenAL audio" << std::endl;
1227 infostream << "Sound disabled." << std::endl;
1231 infostream << "Using dummy audio." << std::endl;
1232 sound = &dummySoundManager;
1233 sound_is_dummy = true;
1236 soundmaker = new SoundMaker(sound, nodedef_manager);
1240 soundmaker->registerReceiver(eventmgr);
1245 bool Game::createSingleplayerServer(const std::string &map_dir,
1246 const SubgameSpec &gamespec, u16 port, std::string *address)
1248 showOverlayMessage(N_("Creating server..."), 0, 5);
1250 std::string bind_str = g_settings->get("bind_address");
1251 Address bind_addr(0, 0, 0, 0, port);
1253 if (g_settings->getBool("ipv6_server")) {
1254 bind_addr.setAddress((IPv6AddressBytes *) NULL);
1258 bind_addr.Resolve(bind_str.c_str());
1259 } catch (ResolveError &e) {
1260 infostream << "Resolving bind address \"" << bind_str
1261 << "\" failed: " << e.what()
1262 << " -- Listening on all addresses." << std::endl;
1265 if (bind_addr.isIPv6() && !g_settings->getBool("enable_ipv6")) {
1266 *error_message = "Unable to listen on " +
1267 bind_addr.serializeString() +
1268 " because IPv6 is disabled";
1269 errorstream << *error_message << std::endl;
1273 server = new Server(map_dir, gamespec, simple_singleplayer_mode, bind_addr, false);
1280 bool Game::createClient(const std::string &playername,
1281 const std::string &password, std::string *address, u16 port)
1283 showOverlayMessage(N_("Creating client..."), 0, 10);
1285 draw_control = new MapDrawControl;
1289 bool could_connect, connect_aborted;
1290 #ifdef HAVE_TOUCHSCREENGUI
1291 if (g_touchscreengui) {
1292 g_touchscreengui->init(texture_src);
1293 g_touchscreengui->hide();
1296 if (!connectToServer(playername, password, address, port,
1297 &could_connect, &connect_aborted))
1300 if (!could_connect) {
1301 if (error_message->empty() && !connect_aborted) {
1302 // Should not happen if error messages are set properly
1303 *error_message = "Connection failed for unknown reason";
1304 errorstream << *error_message << std::endl;
1309 if (!getServerContent(&connect_aborted)) {
1310 if (error_message->empty() && !connect_aborted) {
1311 // Should not happen if error messages are set properly
1312 *error_message = "Connection failed for unknown reason";
1313 errorstream << *error_message << std::endl;
1318 GameGlobalShaderConstantSetterFactory *scsf = new GameGlobalShaderConstantSetterFactory(
1319 &m_flags.force_fog_off, &runData.fog_range, client);
1320 shader_src->addShaderConstantSetterFactory(scsf);
1322 // Update cached textures, meshes and materials
1323 client->afterContentReceived();
1327 camera = new Camera(*draw_control, client);
1328 if (!camera || !camera->successfullyCreated(*error_message))
1330 client->setCamera(camera);
1334 if (m_cache_enable_clouds) {
1335 clouds = new Clouds(smgr, -1, time(0));
1337 *error_message = "Memory allocation error (clouds)";
1338 errorstream << *error_message << std::endl;
1345 sky = new Sky(-1, texture_src);
1347 skybox = NULL; // This is used/set later on in the main run loop
1350 *error_message = "Memory allocation error sky";
1351 errorstream << *error_message << std::endl;
1355 /* Pre-calculated values
1357 video::ITexture *t = texture_src->getTexture("crack_anylength.png");
1359 v2u32 size = t->getOriginalSize();
1360 crack_animation_length = size.Y / size.X;
1362 crack_animation_length = 5;
1368 /* Set window caption
1370 std::wstring str = utf8_to_wide(PROJECT_NAME_C);
1372 str += utf8_to_wide(g_version_hash);
1374 str += driver->getName();
1376 device->setWindowCaption(str.c_str());
1378 LocalPlayer *player = client->getEnv().getLocalPlayer();
1379 player->hurt_tilt_timer = 0;
1380 player->hurt_tilt_strength = 0;
1382 hud = new Hud(guienv, client, player, &player->inventory);
1385 *error_message = "Memory error: could not create HUD";
1386 errorstream << *error_message << std::endl;
1390 mapper = client->getMinimap();
1392 mapper->setMinimapMode(MINIMAP_MODE_OFF);
1397 bool Game::initGui()
1401 // Remove stale "recent" chat messages from previous connections
1402 chat_backend->clearRecentChat();
1404 // Make sure the size of the recent messages buffer is right
1405 chat_backend->applySettings();
1407 // Chat backend and console
1408 gui_chat_console = new GUIChatConsole(guienv, guienv->getRootGUIElement(),
1409 -1, chat_backend, client, &g_menumgr);
1410 if (!gui_chat_console) {
1411 *error_message = "Could not allocate memory for chat console";
1412 errorstream << *error_message << std::endl;
1416 #ifdef HAVE_TOUCHSCREENGUI
1418 if (g_touchscreengui)
1419 g_touchscreengui->show();
1426 bool Game::connectToServer(const std::string &playername,
1427 const std::string &password, std::string *address, u16 port,
1428 bool *connect_ok, bool *connection_aborted)
1430 *connect_ok = false; // Let's not be overly optimistic
1431 *connection_aborted = false;
1432 bool local_server_mode = false;
1434 showOverlayMessage(N_("Resolving address..."), 0, 15);
1436 Address connect_address(0, 0, 0, 0, port);
1439 connect_address.Resolve(address->c_str());
1441 if (connect_address.isZero()) { // i.e. INADDR_ANY, IN6ADDR_ANY
1442 //connect_address.Resolve("localhost");
1443 if (connect_address.isIPv6()) {
1444 IPv6AddressBytes addr_bytes;
1445 addr_bytes.bytes[15] = 1;
1446 connect_address.setAddress(&addr_bytes);
1448 connect_address.setAddress(127, 0, 0, 1);
1450 local_server_mode = true;
1452 } catch (ResolveError &e) {
1453 *error_message = std::string("Couldn't resolve address: ") + e.what();
1454 errorstream << *error_message << std::endl;
1458 if (connect_address.isIPv6() && !g_settings->getBool("enable_ipv6")) {
1459 *error_message = "Unable to connect to " +
1460 connect_address.serializeString() +
1461 " because IPv6 is disabled";
1462 errorstream << *error_message << std::endl;
1466 client = new Client(playername.c_str(), password, *address,
1467 *draw_control, texture_src, shader_src,
1468 itemdef_manager, nodedef_manager, sound, eventmgr,
1469 connect_address.isIPv6(), m_game_ui.get());
1474 client->m_simple_singleplayer_mode = simple_singleplayer_mode;
1476 infostream << "Connecting to server at ";
1477 connect_address.print(&infostream);
1478 infostream << std::endl;
1480 client->connect(connect_address,
1481 simple_singleplayer_mode || local_server_mode);
1484 Wait for server to accept connection
1490 FpsControl fps_control = { 0 };
1492 f32 wait_time = 0; // in seconds
1494 fps_control.last_time = RenderingEngine::get_timer_time();
1496 while (RenderingEngine::run()) {
1498 limitFps(&fps_control, &dtime);
1500 // Update client and server
1501 client->step(dtime);
1504 server->step(dtime);
1507 if (client->getState() == LC_Init) {
1513 if (*connection_aborted)
1516 if (client->accessDenied()) {
1517 *error_message = "Access denied. Reason: "
1518 + client->accessDeniedReason();
1519 *reconnect_requested = client->reconnectRequested();
1520 errorstream << *error_message << std::endl;
1524 if (input->cancelPressed()) {
1525 *connection_aborted = true;
1526 infostream << "Connect aborted [Escape]" << std::endl;
1530 if (client->m_is_registration_confirmation_state) {
1531 if (registration_confirmation_shown) {
1532 // Keep drawing the GUI
1533 RenderingEngine::draw_menu_scene(guienv, dtime, true);
1535 registration_confirmation_shown = true;
1536 (new GUIConfirmRegistration(guienv, guienv->getRootGUIElement(), -1,
1537 &g_menumgr, client, playername, password, connection_aborted))->drop();
1541 // Only time out if we aren't waiting for the server we started
1542 if (!address->empty() && wait_time > 10) {
1543 *error_message = "Connection timed out.";
1544 errorstream << *error_message << std::endl;
1549 showOverlayMessage(N_("Connecting to server..."), dtime, 20);
1552 } catch (con::PeerNotFoundException &e) {
1553 // TODO: Should something be done here? At least an info/error
1561 bool Game::getServerContent(bool *aborted)
1565 FpsControl fps_control = { 0 };
1566 f32 dtime; // in seconds
1568 fps_control.last_time = RenderingEngine::get_timer_time();
1570 while (RenderingEngine::run()) {
1572 limitFps(&fps_control, &dtime);
1574 // Update client and server
1575 client->step(dtime);
1578 server->step(dtime);
1581 if (client->mediaReceived() && client->itemdefReceived() &&
1582 client->nodedefReceived()) {
1587 if (!checkConnection())
1590 if (client->getState() < LC_Init) {
1591 *error_message = "Client disconnected";
1592 errorstream << *error_message << std::endl;
1596 if (input->cancelPressed()) {
1598 infostream << "Connect aborted [Escape]" << std::endl;
1605 if (!client->itemdefReceived()) {
1606 const wchar_t *text = wgettext("Item definitions...");
1608 RenderingEngine::draw_load_screen(text, guienv, texture_src,
1611 } else if (!client->nodedefReceived()) {
1612 const wchar_t *text = wgettext("Node definitions...");
1614 RenderingEngine::draw_load_screen(text, guienv, texture_src,
1618 std::stringstream message;
1619 std::fixed(message);
1620 message.precision(0);
1621 message << gettext("Media...") << " " << (client->mediaReceiveProgress()*100) << "%";
1622 message.precision(2);
1624 if ((USE_CURL == 0) ||
1625 (!g_settings->getBool("enable_remote_media_server"))) {
1626 float cur = client->getCurRate();
1627 std::string cur_unit = gettext("KiB/s");
1631 cur_unit = gettext("MiB/s");
1634 message << " (" << cur << ' ' << cur_unit << ")";
1637 progress = 30 + client->mediaReceiveProgress() * 35 + 0.5;
1638 RenderingEngine::draw_load_screen(utf8_to_wide(message.str()), guienv,
1639 texture_src, dtime, progress);
1647 /****************************************************************************/
1648 /****************************************************************************
1650 ****************************************************************************/
1651 /****************************************************************************/
1653 inline void Game::updateInteractTimers(f32 dtime)
1655 if (runData.nodig_delay_timer >= 0)
1656 runData.nodig_delay_timer -= dtime;
1658 if (runData.object_hit_delay_timer >= 0)
1659 runData.object_hit_delay_timer -= dtime;
1661 runData.time_from_last_punch += dtime;
1665 /* returns false if game should exit, otherwise true
1667 inline bool Game::checkConnection()
1669 if (client->accessDenied()) {
1670 *error_message = "Access denied. Reason: "
1671 + client->accessDeniedReason();
1672 *reconnect_requested = client->reconnectRequested();
1673 errorstream << *error_message << std::endl;
1681 /* returns false if game should exit, otherwise true
1683 inline bool Game::handleCallbacks()
1685 if (g_gamecallback->disconnect_requested) {
1686 g_gamecallback->disconnect_requested = false;
1690 if (g_gamecallback->changepassword_requested) {
1691 (new GUIPasswordChange(guienv, guiroot, -1,
1692 &g_menumgr, client))->drop();
1693 g_gamecallback->changepassword_requested = false;
1696 if (g_gamecallback->changevolume_requested) {
1697 (new GUIVolumeChange(guienv, guiroot, -1,
1698 &g_menumgr))->drop();
1699 g_gamecallback->changevolume_requested = false;
1702 if (g_gamecallback->keyconfig_requested) {
1703 (new GUIKeyChangeMenu(guienv, guiroot, -1,
1704 &g_menumgr))->drop();
1705 g_gamecallback->keyconfig_requested = false;
1708 if (g_gamecallback->keyconfig_changed) {
1709 input->keycache.populate(); // update the cache with new settings
1710 g_gamecallback->keyconfig_changed = false;
1717 void Game::processQueues()
1719 texture_src->processQueue();
1720 itemdef_manager->processQueue(client);
1721 shader_src->processQueue();
1725 void Game::updateProfilers(const RunStats &stats, const FpsControl &draw_times, f32 dtime)
1727 float profiler_print_interval =
1728 g_settings->getFloat("profiler_print_interval");
1729 bool print_to_log = true;
1731 if (profiler_print_interval == 0) {
1732 print_to_log = false;
1733 profiler_print_interval = 5;
1736 if (profiler_interval.step(dtime, profiler_print_interval)) {
1738 infostream << "Profiler:" << std::endl;
1739 g_profiler->print(infostream);
1742 m_game_ui->updateProfiler();
1743 g_profiler->clear();
1746 addProfilerGraphs(stats, draw_times, dtime);
1750 void Game::addProfilerGraphs(const RunStats &stats,
1751 const FpsControl &draw_times, f32 dtime)
1753 g_profiler->graphAdd("mainloop_other",
1754 draw_times.busy_time / 1000.0f - stats.drawtime / 1000.0f);
1756 if (draw_times.sleep_time != 0)
1757 g_profiler->graphAdd("mainloop_sleep", draw_times.sleep_time / 1000.0f);
1758 g_profiler->graphAdd("mainloop_dtime", dtime);
1760 g_profiler->add("Elapsed time", dtime);
1761 g_profiler->avg("FPS", 1. / dtime);
1765 void Game::updateStats(RunStats *stats, const FpsControl &draw_times,
1772 /* Time average and jitter calculation
1774 jp = &stats->dtime_jitter;
1775 jp->avg = jp->avg * 0.96 + dtime * 0.04;
1777 jitter = dtime - jp->avg;
1779 if (jitter > jp->max)
1782 jp->counter += dtime;
1784 if (jp->counter > 0.0) {
1786 jp->max_sample = jp->max;
1787 jp->max_fraction = jp->max_sample / (jp->avg + 0.001);
1791 /* Busytime average and jitter calculation
1793 jp = &stats->busy_time_jitter;
1794 jp->avg = jp->avg + draw_times.busy_time * 0.02;
1796 jitter = draw_times.busy_time - jp->avg;
1798 if (jitter > jp->max)
1800 if (jitter < jp->min)
1803 jp->counter += dtime;
1805 if (jp->counter > 0.0) {
1807 jp->max_sample = jp->max;
1808 jp->min_sample = jp->min;
1816 /****************************************************************************
1818 ****************************************************************************/
1820 void Game::processUserInput(f32 dtime)
1822 // Reset input if window not active or some menu is active
1823 if (!device->isWindowActive() || isMenuActive() || guienv->hasFocus(gui_chat_console)) {
1825 #ifdef HAVE_TOUCHSCREENGUI
1826 g_touchscreengui->hide();
1829 #ifdef HAVE_TOUCHSCREENGUI
1830 else if (g_touchscreengui) {
1831 /* on touchscreengui step may generate own input events which ain't
1832 * what we want in case we just did clear them */
1833 g_touchscreengui->step(dtime);
1837 if (!guienv->hasFocus(gui_chat_console) && gui_chat_console->isOpen()) {
1838 gui_chat_console->closeConsoleAtOnce();
1841 // Input handler step() (used by the random input generator)
1845 auto formspec = m_game_ui->getFormspecGUI();
1847 formspec->getAndroidUIInput();
1849 handleAndroidChatInput();
1852 // Increase timer for double tap of "keymap_jump"
1853 if (m_cache_doubletap_jump && runData.jump_timer <= 0.2f)
1854 runData.jump_timer += dtime;
1857 processItemSelection(&runData.new_playeritem);
1861 void Game::processKeyInput()
1863 if (wasKeyDown(KeyType::DROP)) {
1864 dropSelectedItem(isKeyDown(KeyType::SNEAK));
1865 } else if (wasKeyDown(KeyType::AUTOFORWARD)) {
1866 toggleAutoforward();
1867 } else if (wasKeyDown(KeyType::BACKWARD)) {
1868 if (g_settings->getBool("continuous_forward"))
1869 toggleAutoforward();
1870 } else if (wasKeyDown(KeyType::INVENTORY)) {
1872 } else if (input->cancelPressed()) {
1874 m_android_chat_open = false;
1876 if (!gui_chat_console->isOpenInhibited()) {
1879 } else if (wasKeyDown(KeyType::CHAT)) {
1880 openConsole(0.2, L"");
1881 } else if (wasKeyDown(KeyType::CMD)) {
1882 openConsole(0.2, L"/");
1883 } else if (wasKeyDown(KeyType::CMD_LOCAL)) {
1884 if (client->moddingEnabled())
1885 openConsole(0.2, L".");
1887 m_game_ui->showStatusText(wgettext("Client side scripting is disabled"));
1888 } else if (wasKeyDown(KeyType::CONSOLE)) {
1889 openConsole(core::clamp(g_settings->getFloat("console_height"), 0.1f, 1.0f));
1890 } else if (wasKeyDown(KeyType::FREEMOVE)) {
1892 } else if (wasKeyDown(KeyType::JUMP)) {
1893 toggleFreeMoveAlt();
1894 } else if (wasKeyDown(KeyType::PITCHMOVE)) {
1896 } else if (wasKeyDown(KeyType::FASTMOVE)) {
1898 } else if (wasKeyDown(KeyType::NOCLIP)) {
1900 } else if (wasKeyDown(KeyType::MUTE)) {
1901 bool new_mute_sound = !g_settings->getBool("mute_sound");
1902 g_settings->setBool("mute_sound", new_mute_sound);
1904 m_game_ui->showTranslatedStatusText("Sound muted");
1906 m_game_ui->showTranslatedStatusText("Sound unmuted");
1907 } else if (wasKeyDown(KeyType::INC_VOLUME)) {
1908 float new_volume = rangelim(g_settings->getFloat("sound_volume") + 0.1f, 0.0f, 1.0f);
1910 g_settings->setFloat("sound_volume", new_volume);
1911 const wchar_t *str = wgettext("Volume changed to %d%%");
1912 swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, myround(new_volume * 100));
1914 m_game_ui->showStatusText(buf);
1915 } else if (wasKeyDown(KeyType::DEC_VOLUME)) {
1916 float new_volume = rangelim(g_settings->getFloat("sound_volume") - 0.1f, 0.0f, 1.0f);
1918 g_settings->setFloat("sound_volume", new_volume);
1919 const wchar_t *str = wgettext("Volume changed to %d%%");
1920 swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, myround(new_volume * 100));
1922 m_game_ui->showStatusText(buf);
1923 } else if (wasKeyDown(KeyType::CINEMATIC)) {
1925 } else if (wasKeyDown(KeyType::SCREENSHOT)) {
1926 client->makeScreenshot();
1927 } else if (wasKeyDown(KeyType::TOGGLE_HUD)) {
1928 m_game_ui->toggleHud();
1929 } else if (wasKeyDown(KeyType::MINIMAP)) {
1930 toggleMinimap(isKeyDown(KeyType::SNEAK));
1931 } else if (wasKeyDown(KeyType::TOGGLE_CHAT)) {
1932 m_game_ui->toggleChat();
1933 } else if (wasKeyDown(KeyType::TOGGLE_FOG)) {
1935 } else if (wasKeyDown(KeyType::TOGGLE_UPDATE_CAMERA)) {
1936 toggleUpdateCamera();
1937 } else if (wasKeyDown(KeyType::TOGGLE_DEBUG)) {
1939 } else if (wasKeyDown(KeyType::TOGGLE_PROFILER)) {
1940 m_game_ui->toggleProfiler();
1941 } else if (wasKeyDown(KeyType::INCREASE_VIEWING_RANGE)) {
1942 increaseViewRange();
1943 } else if (wasKeyDown(KeyType::DECREASE_VIEWING_RANGE)) {
1944 decreaseViewRange();
1945 } else if (wasKeyDown(KeyType::RANGESELECT)) {
1946 toggleFullViewRange();
1947 } else if (wasKeyDown(KeyType::ZOOM)) {
1949 } else if (wasKeyDown(KeyType::QUICKTUNE_NEXT)) {
1951 } else if (wasKeyDown(KeyType::QUICKTUNE_PREV)) {
1953 } else if (wasKeyDown(KeyType::QUICKTUNE_INC)) {
1955 } else if (wasKeyDown(KeyType::QUICKTUNE_DEC)) {
1959 if (!isKeyDown(KeyType::JUMP) && runData.reset_jump_timer) {
1960 runData.reset_jump_timer = false;
1961 runData.jump_timer = 0.0f;
1964 if (quicktune->hasMessage()) {
1965 m_game_ui->showStatusText(utf8_to_wide(quicktune->getMessage()));
1969 void Game::processItemSelection(u16 *new_playeritem)
1971 LocalPlayer *player = client->getEnv().getLocalPlayer();
1973 /* Item selection using mouse wheel
1975 *new_playeritem = player->getWieldIndex();
1977 s32 wheel = input->getMouseWheel();
1978 u16 max_item = MYMIN(PLAYER_INVENTORY_SIZE - 1,
1979 player->hud_hotbar_itemcount - 1);
1983 if (input->joystick.wasKeyDown(KeyType::SCROLL_DOWN) ||
1984 wasKeyDown(KeyType::HOTBAR_NEXT)) {
1988 if (input->joystick.wasKeyDown(KeyType::SCROLL_UP) ||
1989 wasKeyDown(KeyType::HOTBAR_PREV)) {
1994 *new_playeritem = *new_playeritem < max_item ? *new_playeritem + 1 : 0;
1996 *new_playeritem = *new_playeritem > 0 ? *new_playeritem - 1 : max_item;
1999 /* Item selection using hotbar slot keys
2001 for (u16 i = 0; i <= max_item; i++) {
2002 if (wasKeyDown((GameKeyType) (KeyType::SLOT_1 + i))) {
2003 *new_playeritem = i;
2004 infostream << "Selected item: " << new_playeritem << std::endl;
2011 void Game::dropSelectedItem(bool single_item)
2013 IDropAction *a = new IDropAction();
2014 a->count = single_item ? 1 : 0;
2015 a->from_inv.setCurrentPlayer();
2016 a->from_list = "main";
2017 a->from_i = client->getEnv().getLocalPlayer()->getWieldIndex();
2018 client->inventoryAction(a);
2022 void Game::openInventory()
2025 * Don't permit to open inventory is CAO or player doesn't exists.
2026 * This prevent showing an empty inventory at player load
2029 LocalPlayer *player = client->getEnv().getLocalPlayer();
2030 if (!player || !player->getCAO())
2033 infostream << "the_game: " << "Launching inventory" << std::endl;
2035 PlayerInventoryFormSource *fs_src = new PlayerInventoryFormSource(client);
2037 InventoryLocation inventoryloc;
2038 inventoryloc.setCurrentPlayer();
2040 if (!client->moddingEnabled()
2041 || !client->getScript()->on_inventory_open(fs_src->m_client->getInventory(inventoryloc))) {
2042 TextDest *txt_dst = new TextDestPlayerInventory(client);
2043 auto *&formspec = m_game_ui->updateFormspec("");
2044 GUIFormSpecMenu::create(formspec, client, &input->joystick, fs_src,
2045 txt_dst, client->getFormspecPrepend());
2047 formspec->setFormSpec(fs_src->getForm(), inventoryloc);
2052 void Game::openConsole(float scale, const wchar_t *line)
2054 assert(scale > 0.0f && scale <= 1.0f);
2057 porting::showInputDialog(gettext("ok"), "", "", 2);
2058 m_android_chat_open = true;
2060 if (gui_chat_console->isOpenInhibited())
2062 gui_chat_console->openConsole(scale);
2064 gui_chat_console->setCloseOnEnter(true);
2065 gui_chat_console->replaceAndAddToHistory(line);
2071 void Game::handleAndroidChatInput()
2073 if (m_android_chat_open && porting::getInputDialogState() == 0) {
2074 std::string text = porting::getInputDialogValue();
2075 client->typeChatMessage(utf8_to_wide(text));
2076 m_android_chat_open = false;
2082 void Game::toggleFreeMove()
2084 bool free_move = !g_settings->getBool("free_move");
2085 g_settings->set("free_move", bool_to_cstr(free_move));
2088 if (client->checkPrivilege("fly")) {
2089 m_game_ui->showTranslatedStatusText("Fly mode enabled");
2091 m_game_ui->showTranslatedStatusText("Fly mode enabled (note: no 'fly' privilege)");
2094 m_game_ui->showTranslatedStatusText("Fly mode disabled");
2098 void Game::toggleFreeMoveAlt()
2100 if (m_cache_doubletap_jump && runData.jump_timer < 0.2f)
2103 runData.reset_jump_timer = true;
2107 void Game::togglePitchMove()
2109 bool pitch_move = !g_settings->getBool("pitch_move");
2110 g_settings->set("pitch_move", bool_to_cstr(pitch_move));
2113 m_game_ui->showTranslatedStatusText("Pitch move mode enabled");
2115 m_game_ui->showTranslatedStatusText("Pitch move mode disabled");
2120 void Game::toggleFast()
2122 bool fast_move = !g_settings->getBool("fast_move");
2123 bool has_fast_privs = client->checkPrivilege("fast");
2124 g_settings->set("fast_move", bool_to_cstr(fast_move));
2127 if (has_fast_privs) {
2128 m_game_ui->showTranslatedStatusText("Fast mode enabled");
2130 m_game_ui->showTranslatedStatusText("Fast mode enabled (note: no 'fast' privilege)");
2133 m_game_ui->showTranslatedStatusText("Fast mode disabled");
2137 m_cache_hold_aux1 = fast_move && has_fast_privs;
2142 void Game::toggleNoClip()
2144 bool noclip = !g_settings->getBool("noclip");
2145 g_settings->set("noclip", bool_to_cstr(noclip));
2148 if (client->checkPrivilege("noclip")) {
2149 m_game_ui->showTranslatedStatusText("Noclip mode enabled");
2151 m_game_ui->showTranslatedStatusText("Noclip mode enabled (note: no 'noclip' privilege)");
2154 m_game_ui->showTranslatedStatusText("Noclip mode disabled");
2158 void Game::toggleCinematic()
2160 bool cinematic = !g_settings->getBool("cinematic");
2161 g_settings->set("cinematic", bool_to_cstr(cinematic));
2164 m_game_ui->showTranslatedStatusText("Cinematic mode enabled");
2166 m_game_ui->showTranslatedStatusText("Cinematic mode disabled");
2169 // Autoforward by toggling continuous forward.
2170 void Game::toggleAutoforward()
2172 bool autorun_enabled = !g_settings->getBool("continuous_forward");
2173 g_settings->set("continuous_forward", bool_to_cstr(autorun_enabled));
2175 if (autorun_enabled)
2176 m_game_ui->showTranslatedStatusText("Automatic forward enabled");
2178 m_game_ui->showTranslatedStatusText("Automatic forward disabled");
2181 void Game::toggleMinimap(bool shift_pressed)
2183 if (!mapper || !m_game_ui->m_flags.show_hud || !g_settings->getBool("enable_minimap"))
2186 if (shift_pressed) {
2187 mapper->toggleMinimapShape();
2191 u32 hud_flags = client->getEnv().getLocalPlayer()->hud_flags;
2193 MinimapMode mode = MINIMAP_MODE_OFF;
2194 if (hud_flags & HUD_FLAG_MINIMAP_VISIBLE) {
2195 mode = mapper->getMinimapMode();
2196 mode = (MinimapMode)((int)mode + 1);
2197 // If radar is disabled and in, or switching to, radar mode
2198 if (!(hud_flags & HUD_FLAG_MINIMAP_RADAR_VISIBLE) && mode > 3)
2199 mode = MINIMAP_MODE_OFF;
2202 m_game_ui->m_flags.show_minimap = true;
2204 case MINIMAP_MODE_SURFACEx1:
2205 m_game_ui->showTranslatedStatusText("Minimap in surface mode, Zoom x1");
2207 case MINIMAP_MODE_SURFACEx2:
2208 m_game_ui->showTranslatedStatusText("Minimap in surface mode, Zoom x2");
2210 case MINIMAP_MODE_SURFACEx4:
2211 m_game_ui->showTranslatedStatusText("Minimap in surface mode, Zoom x4");
2213 case MINIMAP_MODE_RADARx1:
2214 m_game_ui->showTranslatedStatusText("Minimap in radar mode, Zoom x1");
2216 case MINIMAP_MODE_RADARx2:
2217 m_game_ui->showTranslatedStatusText("Minimap in radar mode, Zoom x2");
2219 case MINIMAP_MODE_RADARx4:
2220 m_game_ui->showTranslatedStatusText("Minimap in radar mode, Zoom x4");
2223 mode = MINIMAP_MODE_OFF;
2224 m_game_ui->m_flags.show_minimap = false;
2225 if (hud_flags & HUD_FLAG_MINIMAP_VISIBLE)
2226 m_game_ui->showTranslatedStatusText("Minimap hidden");
2228 m_game_ui->showTranslatedStatusText("Minimap currently disabled by game or mod");
2231 mapper->setMinimapMode(mode);
2234 void Game::toggleFog()
2236 bool fog_enabled = g_settings->getBool("enable_fog");
2237 g_settings->setBool("enable_fog", !fog_enabled);
2239 m_game_ui->showTranslatedStatusText("Fog disabled");
2241 m_game_ui->showTranslatedStatusText("Fog enabled");
2245 void Game::toggleDebug()
2247 // Initial / 4x toggle: Chat only
2248 // 1x toggle: Debug text with chat
2249 // 2x toggle: Debug text with profiler graph
2250 // 3x toggle: Debug text and wireframe
2251 if (!m_game_ui->m_flags.show_debug) {
2252 m_game_ui->m_flags.show_debug = true;
2253 m_game_ui->m_flags.show_profiler_graph = false;
2254 draw_control->show_wireframe = false;
2255 m_game_ui->showTranslatedStatusText("Debug info shown");
2256 } else if (!m_game_ui->m_flags.show_profiler_graph && !draw_control->show_wireframe) {
2257 m_game_ui->m_flags.show_profiler_graph = true;
2258 m_game_ui->showTranslatedStatusText("Profiler graph shown");
2259 } else if (!draw_control->show_wireframe && client->checkPrivilege("debug")) {
2260 m_game_ui->m_flags.show_profiler_graph = false;
2261 draw_control->show_wireframe = true;
2262 m_game_ui->showTranslatedStatusText("Wireframe shown");
2264 m_game_ui->m_flags.show_debug = false;
2265 m_game_ui->m_flags.show_profiler_graph = false;
2266 draw_control->show_wireframe = false;
2267 if (client->checkPrivilege("debug")) {
2268 m_game_ui->showTranslatedStatusText("Debug info, profiler graph, and wireframe hidden");
2270 m_game_ui->showTranslatedStatusText("Debug info and profiler graph hidden");
2276 void Game::toggleUpdateCamera()
2278 m_flags.disable_camera_update = !m_flags.disable_camera_update;
2279 if (m_flags.disable_camera_update)
2280 m_game_ui->showTranslatedStatusText("Camera update disabled");
2282 m_game_ui->showTranslatedStatusText("Camera update enabled");
2286 void Game::increaseViewRange()
2288 s16 range = g_settings->getS16("viewing_range");
2289 s16 range_new = range + 10;
2293 if (range_new > 4000) {
2295 str = wgettext("Viewing range is at maximum: %d");
2296 swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, range_new);
2298 m_game_ui->showStatusText(buf);
2301 str = wgettext("Viewing range changed to %d");
2302 swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, range_new);
2304 m_game_ui->showStatusText(buf);
2306 g_settings->set("viewing_range", itos(range_new));
2310 void Game::decreaseViewRange()
2312 s16 range = g_settings->getS16("viewing_range");
2313 s16 range_new = range - 10;
2317 if (range_new < 20) {
2319 str = wgettext("Viewing range is at minimum: %d");
2320 swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, range_new);
2322 m_game_ui->showStatusText(buf);
2324 str = wgettext("Viewing range changed to %d");
2325 swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, range_new);
2327 m_game_ui->showStatusText(buf);
2329 g_settings->set("viewing_range", itos(range_new));
2333 void Game::toggleFullViewRange()
2335 draw_control->range_all = !draw_control->range_all;
2336 if (draw_control->range_all)
2337 m_game_ui->showTranslatedStatusText("Enabled unlimited viewing range");
2339 m_game_ui->showTranslatedStatusText("Disabled unlimited viewing range");
2343 void Game::checkZoomEnabled()
2345 LocalPlayer *player = client->getEnv().getLocalPlayer();
2346 if (player->getZoomFOV() < 0.001f)
2347 m_game_ui->showTranslatedStatusText("Zoom currently disabled by game or mod");
2351 void Game::updateCameraDirection(CameraOrientation *cam, float dtime)
2353 if ((device->isWindowActive() && device->isWindowFocused()
2354 && !isMenuActive()) || random_input) {
2357 if (!random_input) {
2358 // Mac OSX gets upset if this is set every frame
2359 if (device->getCursorControl()->isVisible())
2360 device->getCursorControl()->setVisible(false);
2364 if (m_first_loop_after_window_activation) {
2365 m_first_loop_after_window_activation = false;
2367 input->setMousePos(driver->getScreenSize().Width / 2,
2368 driver->getScreenSize().Height / 2);
2370 updateCameraOrientation(cam, dtime);
2376 // Mac OSX gets upset if this is set every frame
2377 if (!device->getCursorControl()->isVisible())
2378 device->getCursorControl()->setVisible(true);
2381 m_first_loop_after_window_activation = true;
2386 void Game::updateCameraOrientation(CameraOrientation *cam, float dtime)
2388 #ifdef HAVE_TOUCHSCREENGUI
2389 if (g_touchscreengui) {
2390 cam->camera_yaw += g_touchscreengui->getYawChange();
2391 cam->camera_pitch = g_touchscreengui->getPitch();
2394 v2s32 center(driver->getScreenSize().Width / 2, driver->getScreenSize().Height / 2);
2395 v2s32 dist = input->getMousePos() - center;
2397 if (m_invert_mouse || camera->getCameraMode() == CAMERA_MODE_THIRD_FRONT) {
2401 cam->camera_yaw -= dist.X * m_cache_mouse_sensitivity;
2402 cam->camera_pitch += dist.Y * m_cache_mouse_sensitivity;
2404 if (dist.X != 0 || dist.Y != 0)
2405 input->setMousePos(center.X, center.Y);
2406 #ifdef HAVE_TOUCHSCREENGUI
2410 if (m_cache_enable_joysticks) {
2411 f32 c = m_cache_joystick_frustum_sensitivity * (1.f / 32767.f) * dtime;
2412 cam->camera_yaw -= input->joystick.getAxisWithoutDead(JA_FRUSTUM_HORIZONTAL) * c;
2413 cam->camera_pitch += input->joystick.getAxisWithoutDead(JA_FRUSTUM_VERTICAL) * c;
2416 cam->camera_pitch = rangelim(cam->camera_pitch, -89.5, 89.5);
2420 void Game::updatePlayerControl(const CameraOrientation &cam)
2422 //TimeTaker tt("update player control", NULL, PRECISION_NANO);
2424 // DO NOT use the isKeyDown method for the forward, backward, left, right
2425 // buttons, as the code that uses the controls needs to be able to
2426 // distinguish between the two in order to know when to use joysticks.
2428 PlayerControl control(
2429 input->isKeyDown(KeyType::FORWARD),
2430 input->isKeyDown(KeyType::BACKWARD),
2431 input->isKeyDown(KeyType::LEFT),
2432 input->isKeyDown(KeyType::RIGHT),
2433 isKeyDown(KeyType::JUMP),
2434 isKeyDown(KeyType::SPECIAL1),
2435 isKeyDown(KeyType::SNEAK),
2436 isKeyDown(KeyType::ZOOM),
2437 input->getLeftState(),
2438 input->getRightState(),
2441 input->joystick.getAxisWithoutDead(JA_SIDEWARD_MOVE),
2442 input->joystick.getAxisWithoutDead(JA_FORWARD_MOVE)
2446 ( (u32)(isKeyDown(KeyType::FORWARD) & 0x1) << 0) |
2447 ( (u32)(isKeyDown(KeyType::BACKWARD) & 0x1) << 1) |
2448 ( (u32)(isKeyDown(KeyType::LEFT) & 0x1) << 2) |
2449 ( (u32)(isKeyDown(KeyType::RIGHT) & 0x1) << 3) |
2450 ( (u32)(isKeyDown(KeyType::JUMP) & 0x1) << 4) |
2451 ( (u32)(isKeyDown(KeyType::SPECIAL1) & 0x1) << 5) |
2452 ( (u32)(isKeyDown(KeyType::SNEAK) & 0x1) << 6) |
2453 ( (u32)(input->getLeftState() & 0x1) << 7) |
2454 ( (u32)(input->getRightState() & 0x1) << 8
2458 /* For Android, simulate holding down AUX1 (fast move) if the user has
2459 * the fast_move setting toggled on. If there is an aux1 key defined for
2460 * Android then its meaning is inverted (i.e. holding aux1 means walk and
2463 if (m_cache_hold_aux1) {
2464 control.aux1 = control.aux1 ^ true;
2465 keypress_bits ^= ((u32)(1U << 5));
2469 LocalPlayer *player = client->getEnv().getLocalPlayer();
2471 // autojump if set: simulate "jump" key
2472 if (player->getAutojump()) {
2473 control.jump = true;
2474 keypress_bits |= 1U << 4;
2477 // autoforward if set: simulate "up" key
2478 if (player->getPlayerSettings().continuous_forward) {
2480 keypress_bits |= 1U << 0;
2483 client->setPlayerControl(control);
2484 player->keyPressed = keypress_bits;
2490 inline void Game::step(f32 *dtime)
2492 bool can_be_and_is_paused =
2493 (simple_singleplayer_mode && g_menumgr.pausesGame());
2495 if (can_be_and_is_paused) { // This is for a singleplayer server
2496 *dtime = 0; // No time passes
2499 server->step(*dtime);
2501 client->step(*dtime);
2505 const ClientEventHandler Game::clientEventHandler[CLIENTEVENT_MAX] = {
2506 {&Game::handleClientEvent_None},
2507 {&Game::handleClientEvent_PlayerDamage},
2508 {&Game::handleClientEvent_PlayerForceMove},
2509 {&Game::handleClientEvent_Deathscreen},
2510 {&Game::handleClientEvent_ShowFormSpec},
2511 {&Game::handleClientEvent_ShowLocalFormSpec},
2512 {&Game::handleClientEvent_HandleParticleEvent},
2513 {&Game::handleClientEvent_HandleParticleEvent},
2514 {&Game::handleClientEvent_HandleParticleEvent},
2515 {&Game::handleClientEvent_HudAdd},
2516 {&Game::handleClientEvent_HudRemove},
2517 {&Game::handleClientEvent_HudChange},
2518 {&Game::handleClientEvent_SetSky},
2519 {&Game::handleClientEvent_OverrideDayNigthRatio},
2520 {&Game::handleClientEvent_CloudParams},
2523 void Game::handleClientEvent_None(ClientEvent *event, CameraOrientation *cam)
2525 FATAL_ERROR("ClientEvent type None received");
2528 void Game::handleClientEvent_PlayerDamage(ClientEvent *event, CameraOrientation *cam)
2530 if (client->moddingEnabled()) {
2531 client->getScript()->on_damage_taken(event->player_damage.amount);
2534 // Damage flash and hurt tilt are not used at death
2535 if (client->getHP() > 0) {
2536 runData.damage_flash += 95.0f + 3.2f * event->player_damage.amount;
2537 runData.damage_flash = MYMIN(runData.damage_flash, 127.0f);
2539 LocalPlayer *player = client->getEnv().getLocalPlayer();
2541 player->hurt_tilt_timer = 1.5f;
2542 player->hurt_tilt_strength =
2543 rangelim(event->player_damage.amount / 4.0f, 1.0f, 4.0f);
2546 // Play damage sound
2547 client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_DAMAGE));
2550 void Game::handleClientEvent_PlayerForceMove(ClientEvent *event, CameraOrientation *cam)
2552 cam->camera_yaw = event->player_force_move.yaw;
2553 cam->camera_pitch = event->player_force_move.pitch;
2556 void Game::handleClientEvent_Deathscreen(ClientEvent *event, CameraOrientation *cam)
2558 // If client scripting is enabled, deathscreen is handled by CSM code in
2559 // builtin/client/init.lua
2560 if (client->moddingEnabled())
2561 client->getScript()->on_death();
2563 showDeathFormspec();
2565 /* Handle visualization */
2566 LocalPlayer *player = client->getEnv().getLocalPlayer();
2567 runData.damage_flash = 0;
2568 player->hurt_tilt_timer = 0;
2569 player->hurt_tilt_strength = 0;
2572 void Game::handleClientEvent_ShowFormSpec(ClientEvent *event, CameraOrientation *cam)
2574 if (event->show_formspec.formspec->empty()) {
2575 auto formspec = m_game_ui->getFormspecGUI();
2576 if (formspec && (event->show_formspec.formname->empty()
2577 || *(event->show_formspec.formname) == m_game_ui->getFormspecName())) {
2578 formspec->quitMenu();
2581 FormspecFormSource *fs_src =
2582 new FormspecFormSource(*(event->show_formspec.formspec));
2583 TextDestPlayerInventory *txt_dst =
2584 new TextDestPlayerInventory(client, *(event->show_formspec.formname));
2586 auto *&formspec = m_game_ui->updateFormspec(*(event->show_formspec.formname));
2587 GUIFormSpecMenu::create(formspec, client, &input->joystick,
2588 fs_src, txt_dst, client->getFormspecPrepend());
2591 delete event->show_formspec.formspec;
2592 delete event->show_formspec.formname;
2595 void Game::handleClientEvent_ShowLocalFormSpec(ClientEvent *event, CameraOrientation *cam)
2597 FormspecFormSource *fs_src = new FormspecFormSource(*event->show_formspec.formspec);
2598 LocalFormspecHandler *txt_dst =
2599 new LocalFormspecHandler(*event->show_formspec.formname, client);
2600 GUIFormSpecMenu::create(m_game_ui->getFormspecGUI(), client, &input->joystick,
2601 fs_src, txt_dst, client->getFormspecPrepend());
2603 delete event->show_formspec.formspec;
2604 delete event->show_formspec.formname;
2607 void Game::handleClientEvent_HandleParticleEvent(ClientEvent *event,
2608 CameraOrientation *cam)
2610 LocalPlayer *player = client->getEnv().getLocalPlayer();
2611 client->getParticleManager()->handleParticleEvent(event, client, player);
2614 void Game::handleClientEvent_HudAdd(ClientEvent *event, CameraOrientation *cam)
2616 LocalPlayer *player = client->getEnv().getLocalPlayer();
2617 auto &hud_server_to_client = client->getHUDTranslationMap();
2619 u32 server_id = event->hudadd.server_id;
2620 // ignore if we already have a HUD with that ID
2621 auto i = hud_server_to_client.find(server_id);
2622 if (i != hud_server_to_client.end()) {
2623 delete event->hudadd.pos;
2624 delete event->hudadd.name;
2625 delete event->hudadd.scale;
2626 delete event->hudadd.text;
2627 delete event->hudadd.align;
2628 delete event->hudadd.offset;
2629 delete event->hudadd.world_pos;
2630 delete event->hudadd.size;
2634 HudElement *e = new HudElement;
2635 e->type = (HudElementType)event->hudadd.type;
2636 e->pos = *event->hudadd.pos;
2637 e->name = *event->hudadd.name;
2638 e->scale = *event->hudadd.scale;
2639 e->text = *event->hudadd.text;
2640 e->number = event->hudadd.number;
2641 e->item = event->hudadd.item;
2642 e->dir = event->hudadd.dir;
2643 e->align = *event->hudadd.align;
2644 e->offset = *event->hudadd.offset;
2645 e->world_pos = *event->hudadd.world_pos;
2646 e->size = *event->hudadd.size;
2647 hud_server_to_client[server_id] = player->addHud(e);
2649 delete event->hudadd.pos;
2650 delete event->hudadd.name;
2651 delete event->hudadd.scale;
2652 delete event->hudadd.text;
2653 delete event->hudadd.align;
2654 delete event->hudadd.offset;
2655 delete event->hudadd.world_pos;
2656 delete event->hudadd.size;
2659 void Game::handleClientEvent_HudRemove(ClientEvent *event, CameraOrientation *cam)
2661 LocalPlayer *player = client->getEnv().getLocalPlayer();
2662 HudElement *e = player->removeHud(event->hudrm.id);
2666 void Game::handleClientEvent_HudChange(ClientEvent *event, CameraOrientation *cam)
2668 LocalPlayer *player = client->getEnv().getLocalPlayer();
2670 u32 id = event->hudchange.id;
2671 HudElement *e = player->getHud(id);
2674 delete event->hudchange.v3fdata;
2675 delete event->hudchange.v2fdata;
2676 delete event->hudchange.sdata;
2677 delete event->hudchange.v2s32data;
2681 switch (event->hudchange.stat) {
2683 e->pos = *event->hudchange.v2fdata;
2687 e->name = *event->hudchange.sdata;
2690 case HUD_STAT_SCALE:
2691 e->scale = *event->hudchange.v2fdata;
2695 e->text = *event->hudchange.sdata;
2698 case HUD_STAT_NUMBER:
2699 e->number = event->hudchange.data;
2703 e->item = event->hudchange.data;
2707 e->dir = event->hudchange.data;
2710 case HUD_STAT_ALIGN:
2711 e->align = *event->hudchange.v2fdata;
2714 case HUD_STAT_OFFSET:
2715 e->offset = *event->hudchange.v2fdata;
2718 case HUD_STAT_WORLD_POS:
2719 e->world_pos = *event->hudchange.v3fdata;
2723 e->size = *event->hudchange.v2s32data;
2727 delete event->hudchange.v3fdata;
2728 delete event->hudchange.v2fdata;
2729 delete event->hudchange.sdata;
2730 delete event->hudchange.v2s32data;
2733 void Game::handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam)
2735 sky->setVisible(false);
2736 // Whether clouds are visible in front of a custom skybox
2737 sky->setCloudsEnabled(event->set_sky.clouds);
2744 // Handle according to type
2745 if (*event->set_sky.type == "regular") {
2746 sky->setVisible(true);
2747 sky->setCloudsEnabled(true);
2748 } else if (*event->set_sky.type == "skybox" &&
2749 event->set_sky.params->size() == 6) {
2750 sky->setFallbackBgColor(*event->set_sky.bgcolor);
2751 skybox = RenderingEngine::get_scene_manager()->addSkyBoxSceneNode(
2752 texture_src->getTextureForMesh((*event->set_sky.params)[0]),
2753 texture_src->getTextureForMesh((*event->set_sky.params)[1]),
2754 texture_src->getTextureForMesh((*event->set_sky.params)[2]),
2755 texture_src->getTextureForMesh((*event->set_sky.params)[3]),
2756 texture_src->getTextureForMesh((*event->set_sky.params)[4]),
2757 texture_src->getTextureForMesh((*event->set_sky.params)[5]));
2759 // Handle everything else as plain color
2761 if (*event->set_sky.type != "plain")
2762 infostream << "Unknown sky type: "
2763 << (*event->set_sky.type) << std::endl;
2765 sky->setFallbackBgColor(*event->set_sky.bgcolor);
2768 delete event->set_sky.bgcolor;
2769 delete event->set_sky.type;
2770 delete event->set_sky.params;
2773 void Game::handleClientEvent_OverrideDayNigthRatio(ClientEvent *event,
2774 CameraOrientation *cam)
2776 client->getEnv().setDayNightRatioOverride(
2777 event->override_day_night_ratio.do_override,
2778 event->override_day_night_ratio.ratio_f * 1000.0f);
2781 void Game::handleClientEvent_CloudParams(ClientEvent *event, CameraOrientation *cam)
2786 clouds->setDensity(event->cloud_params.density);
2787 clouds->setColorBright(video::SColor(event->cloud_params.color_bright));
2788 clouds->setColorAmbient(video::SColor(event->cloud_params.color_ambient));
2789 clouds->setHeight(event->cloud_params.height);
2790 clouds->setThickness(event->cloud_params.thickness);
2791 clouds->setSpeed(v2f(event->cloud_params.speed_x, event->cloud_params.speed_y));
2794 void Game::processClientEvents(CameraOrientation *cam)
2796 while (client->hasClientEvents()) {
2797 std::unique_ptr<ClientEvent> event(client->getClientEvent());
2798 FATAL_ERROR_IF(event->type >= CLIENTEVENT_MAX, "Invalid clientevent type");
2799 const ClientEventHandler& evHandler = clientEventHandler[event->type];
2800 (this->*evHandler.handler)(event.get(), cam);
2804 void Game::updateChat(f32 dtime, const v2u32 &screensize)
2806 // Add chat log output for errors to be shown in chat
2807 static LogOutputBuffer chat_log_error_buf(g_logger, LL_ERROR);
2809 // Get new messages from error log buffer
2810 while (!chat_log_error_buf.empty()) {
2811 std::wstring error_message = utf8_to_wide(chat_log_error_buf.get());
2812 if (!g_settings->getBool("disable_escape_sequences")) {
2813 error_message.insert(0, L"\x1b(c@red)");
2814 error_message.append(L"\x1b(c@white)");
2816 chat_backend->addMessage(L"", error_message);
2819 // Get new messages from client
2820 std::wstring message;
2821 while (client->getChatMessage(message)) {
2822 chat_backend->addUnparsedMessage(message);
2825 // Remove old messages
2826 chat_backend->step(dtime);
2828 // Display all messages in a static text element
2829 m_game_ui->setChatText(chat_backend->getRecentChat(),
2830 chat_backend->getRecentBuffer().getLineCount());
2833 void Game::updateCamera(u32 busy_time, f32 dtime)
2835 LocalPlayer *player = client->getEnv().getLocalPlayer();
2838 For interaction purposes, get info about the held item
2840 - Is it a usable item?
2841 - Can it point to liquids?
2843 ItemStack playeritem;
2845 ItemStack selected, hand;
2846 playeritem = player->getWieldedItem(&selected, &hand);
2849 ToolCapabilities playeritem_toolcap =
2850 playeritem.getToolCapabilities(itemdef_manager);
2852 v3s16 old_camera_offset = camera->getOffset();
2854 if (wasKeyDown(KeyType::CAMERA_MODE)) {
2855 GenericCAO *playercao = player->getCAO();
2857 // If playercao not loaded, don't change camera
2861 camera->toggleCameraMode();
2863 playercao->setVisible(camera->getCameraMode() > CAMERA_MODE_FIRST);
2864 playercao->setChildrenVisible(camera->getCameraMode() > CAMERA_MODE_FIRST);
2867 float full_punch_interval = playeritem_toolcap.full_punch_interval;
2868 float tool_reload_ratio = runData.time_from_last_punch / full_punch_interval;
2870 tool_reload_ratio = MYMIN(tool_reload_ratio, 1.0);
2871 camera->update(player, dtime, busy_time / 1000.0f, tool_reload_ratio);
2872 camera->step(dtime);
2874 v3f camera_position = camera->getPosition();
2875 v3f camera_direction = camera->getDirection();
2876 f32 camera_fov = camera->getFovMax();
2877 v3s16 camera_offset = camera->getOffset();
2879 m_camera_offset_changed = (camera_offset != old_camera_offset);
2881 if (!m_flags.disable_camera_update) {
2882 client->getEnv().getClientMap().updateCamera(camera_position,
2883 camera_direction, camera_fov, camera_offset);
2885 if (m_camera_offset_changed) {
2886 client->updateCameraOffset(camera_offset);
2887 client->getEnv().updateCameraOffset(camera_offset);
2890 clouds->updateCameraOffset(camera_offset);
2896 void Game::updateSound(f32 dtime)
2898 // Update sound listener
2899 v3s16 camera_offset = camera->getOffset();
2900 sound->updateListener(camera->getCameraNode()->getPosition() + intToFloat(camera_offset, BS),
2901 v3f(0, 0, 0), // velocity
2902 camera->getDirection(),
2903 camera->getCameraNode()->getUpVector());
2905 bool mute_sound = g_settings->getBool("mute_sound");
2907 sound->setListenerGain(0.0f);
2909 // Check if volume is in the proper range, else fix it.
2910 float old_volume = g_settings->getFloat("sound_volume");
2911 float new_volume = rangelim(old_volume, 0.0f, 1.0f);
2912 sound->setListenerGain(new_volume);
2914 if (old_volume != new_volume) {
2915 g_settings->setFloat("sound_volume", new_volume);
2919 LocalPlayer *player = client->getEnv().getLocalPlayer();
2921 // Tell the sound maker whether to make footstep sounds
2922 soundmaker->makes_footstep_sound = player->makes_footstep_sound;
2924 // Update sound maker
2925 if (player->makes_footstep_sound)
2926 soundmaker->step(dtime);
2928 ClientMap &map = client->getEnv().getClientMap();
2929 MapNode n = map.getNodeNoEx(player->getFootstepNodePos());
2930 soundmaker->m_player_step_sound = nodedef_manager->get(n).sound_footstep;
2934 void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug)
2936 LocalPlayer *player = client->getEnv().getLocalPlayer();
2938 v3f player_position = player->getPosition();
2939 v3f player_eye_position = player->getEyePosition();
2940 v3f camera_position = camera->getPosition();
2941 v3f camera_direction = camera->getDirection();
2942 v3s16 camera_offset = camera->getOffset();
2944 if (camera->getCameraMode() == CAMERA_MODE_FIRST)
2945 player_eye_position += player->eye_offset_first;
2947 player_eye_position += player->eye_offset_third;
2950 Calculate what block is the crosshair pointing to
2953 ItemStack selected_item, hand_item;
2954 const ItemStack &tool_item = player->getWieldedItem(&selected_item, &hand_item);
2956 const ItemDefinition &selected_def = selected_item.getDefinition(itemdef_manager);
2957 f32 d = BS * getToolRange(selected_def, hand_item.getDefinition(itemdef_manager));
2959 core::line3d<f32> shootline;
2961 if (camera->getCameraMode() != CAMERA_MODE_THIRD_FRONT) {
2962 shootline = core::line3d<f32>(player_eye_position,
2963 player_eye_position + camera_direction * BS * d);
2965 // prevent player pointing anything in front-view
2966 shootline = core::line3d<f32>(camera_position, camera_position);
2969 #ifdef HAVE_TOUCHSCREENGUI
2971 if ((g_settings->getBool("touchtarget")) && (g_touchscreengui)) {
2972 shootline = g_touchscreengui->getShootline();
2973 // Scale shootline to the acual distance the player can reach
2974 shootline.end = shootline.start
2975 + shootline.getVector().normalize() * BS * d;
2976 shootline.start += intToFloat(camera_offset, BS);
2977 shootline.end += intToFloat(camera_offset, BS);
2982 PointedThing pointed = updatePointedThing(shootline,
2983 selected_def.liquids_pointable,
2984 !runData.ldown_for_dig,
2987 if (pointed != runData.pointed_old) {
2988 infostream << "Pointing at " << pointed.dump() << std::endl;
2989 hud->updateSelectionMesh(camera_offset);
2992 if (runData.digging_blocked && !input->getLeftState()) {
2993 // allow digging again if button is not pressed
2994 runData.digging_blocked = false;
2999 - releasing left mouse button
3000 - pointing away from node
3002 if (runData.digging) {
3003 if (input->getLeftReleased()) {
3004 infostream << "Left button released"
3005 << " (stopped digging)" << std::endl;
3006 runData.digging = false;
3007 } else if (pointed != runData.pointed_old) {
3008 if (pointed.type == POINTEDTHING_NODE
3009 && runData.pointed_old.type == POINTEDTHING_NODE
3010 && pointed.node_undersurface
3011 == runData.pointed_old.node_undersurface) {
3012 // Still pointing to the same node, but a different face.
3015 infostream << "Pointing away from node"
3016 << " (stopped digging)" << std::endl;
3017 runData.digging = false;
3018 hud->updateSelectionMesh(camera_offset);
3022 if (!runData.digging) {
3023 client->interact(1, runData.pointed_old);
3024 client->setCrack(-1, v3s16(0, 0, 0));
3025 runData.dig_time = 0.0;
3027 } else if (runData.dig_instantly && input->getLeftReleased()) {
3028 // Remove e.g. torches faster when clicking instead of holding LMB
3029 runData.nodig_delay_timer = 0;
3030 runData.dig_instantly = false;
3033 if (!runData.digging && runData.ldown_for_dig && !input->getLeftState()) {
3034 runData.ldown_for_dig = false;
3037 runData.left_punch = false;
3039 soundmaker->m_player_leftpunch_sound.name = "";
3041 // Prepare for repeating, unless we're not supposed to
3042 if (input->getRightState() && !g_settings->getBool("safe_dig_and_place"))
3043 runData.repeat_rightclick_timer += dtime;
3045 runData.repeat_rightclick_timer = 0;
3048 if (selected_def.usable && input->getLeftState()) {
3049 if (input->getLeftClicked() && (!client->moddingEnabled()
3050 || !client->getScript()->on_item_use(selected_item, pointed)))
3051 client->interact(4, pointed);
3052 } else if (pointed.type == POINTEDTHING_NODE) {
3053 handlePointingAtNode(pointed, selected_item, hand_item, dtime);
3054 } else if (pointed.type == POINTEDTHING_OBJECT) {
3055 handlePointingAtObject(pointed, tool_item, player_position, show_debug);
3056 } else if (input->getLeftState()) {
3057 // When button is held down in air, show continuous animation
3058 runData.left_punch = true;
3059 } else if (input->getRightClicked()) {
3060 handlePointingAtNothing(selected_item);
3063 runData.pointed_old = pointed;
3065 if (runData.left_punch || input->getLeftClicked())
3066 camera->setDigging(0); // left click animation
3068 input->resetLeftClicked();
3069 input->resetRightClicked();
3071 input->resetLeftReleased();
3072 input->resetRightReleased();
3076 PointedThing Game::updatePointedThing(
3077 const core::line3d<f32> &shootline,
3078 bool liquids_pointable,
3079 bool look_for_object,
3080 const v3s16 &camera_offset)
3082 std::vector<aabb3f> *selectionboxes = hud->getSelectionBoxes();
3083 selectionboxes->clear();
3084 hud->setSelectedFaceNormal(v3f(0.0, 0.0, 0.0));
3085 static thread_local const bool show_entity_selectionbox = g_settings->getBool(
3086 "show_entity_selectionbox");
3088 ClientEnvironment &env = client->getEnv();
3089 ClientMap &map = env.getClientMap();
3090 const NodeDefManager *nodedef = map.getNodeDefManager();
3092 runData.selected_object = NULL;
3094 RaycastState s(shootline, look_for_object, liquids_pointable);
3095 PointedThing result;
3096 env.continueRaycast(&s, &result);
3097 if (result.type == POINTEDTHING_OBJECT) {
3098 runData.selected_object = client->getEnv().getActiveObject(result.object_id);
3099 aabb3f selection_box;
3100 if (show_entity_selectionbox && runData.selected_object->doShowSelectionBox() &&
3101 runData.selected_object->getSelectionBox(&selection_box)) {
3102 v3f pos = runData.selected_object->getPosition();
3103 selectionboxes->push_back(aabb3f(selection_box));
3104 hud->setSelectionPos(pos, camera_offset);
3106 } else if (result.type == POINTEDTHING_NODE) {
3107 // Update selection boxes
3108 MapNode n = map.getNodeNoEx(result.node_undersurface);
3109 std::vector<aabb3f> boxes;
3110 n.getSelectionBoxes(nodedef, &boxes,
3111 n.getNeighbors(result.node_undersurface, &map));
3114 for (std::vector<aabb3f>::const_iterator i = boxes.begin();
3115 i != boxes.end(); ++i) {
3117 box.MinEdge -= v3f(d, d, d);
3118 box.MaxEdge += v3f(d, d, d);
3119 selectionboxes->push_back(box);
3121 hud->setSelectionPos(intToFloat(result.node_undersurface, BS),
3123 hud->setSelectedFaceNormal(v3f(
3124 result.intersection_normal.X,
3125 result.intersection_normal.Y,
3126 result.intersection_normal.Z));
3129 // Update selection mesh light level and vertex colors
3130 if (!selectionboxes->empty()) {
3131 v3f pf = hud->getSelectionPos();
3132 v3s16 p = floatToInt(pf, BS);
3134 // Get selection mesh light level
3135 MapNode n = map.getNodeNoEx(p);
3136 u16 node_light = getInteriorLight(n, -1, nodedef);
3137 u16 light_level = node_light;
3139 for (const v3s16 &dir : g_6dirs) {
3140 n = map.getNodeNoEx(p + dir);
3141 node_light = getInteriorLight(n, -1, nodedef);
3142 if (node_light > light_level)
3143 light_level = node_light;
3146 u32 daynight_ratio = client->getEnv().getDayNightRatio();
3148 final_color_blend(&c, light_level, daynight_ratio);
3150 // Modify final color a bit with time
3151 u32 timer = porting::getTimeMs() % 5000;
3152 float timerf = (float) (irr::core::PI * ((timer / 2500.0) - 0.5));
3153 float sin_r = 0.08f * std::sin(timerf);
3154 float sin_g = 0.08f * std::sin(timerf + irr::core::PI * 0.5f);
3155 float sin_b = 0.08f * std::sin(timerf + irr::core::PI);
3156 c.setRed(core::clamp(core::round32(c.getRed() * (0.8 + sin_r)), 0, 255));
3157 c.setGreen(core::clamp(core::round32(c.getGreen() * (0.8 + sin_g)), 0, 255));
3158 c.setBlue(core::clamp(core::round32(c.getBlue() * (0.8 + sin_b)), 0, 255));
3160 // Set mesh final color
3161 hud->setSelectionMeshColor(c);
3167 void Game::handlePointingAtNothing(const ItemStack &playerItem)
3169 infostream << "Right Clicked in Air" << std::endl;
3170 PointedThing fauxPointed;
3171 fauxPointed.type = POINTEDTHING_NOTHING;
3172 client->interact(5, fauxPointed);
3176 void Game::handlePointingAtNode(const PointedThing &pointed,
3177 const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime)
3179 v3s16 nodepos = pointed.node_undersurface;
3180 v3s16 neighbourpos = pointed.node_abovesurface;
3183 Check information text of node
3186 ClientMap &map = client->getEnv().getClientMap();
3188 if (runData.nodig_delay_timer <= 0.0 && input->getLeftState()
3189 && !runData.digging_blocked
3190 && client->checkPrivilege("interact")) {
3191 handleDigging(pointed, nodepos, selected_item, hand_item, dtime);
3194 // This should be done after digging handling
3195 NodeMetadata *meta = map.getNodeMetadata(nodepos);
3198 m_game_ui->setInfoText(unescape_translate(utf8_to_wide(
3199 meta->getString("infotext"))));
3201 MapNode n = map.getNodeNoEx(nodepos);
3203 if (nodedef_manager->get(n).tiledef[0].name == "unknown_node.png") {
3204 m_game_ui->setInfoText(L"Unknown node: " +
3205 utf8_to_wide(nodedef_manager->get(n).name));
3209 if ((input->getRightClicked() ||
3210 runData.repeat_rightclick_timer >= m_repeat_right_click_time) &&
3211 client->checkPrivilege("interact")) {
3212 runData.repeat_rightclick_timer = 0;
3213 infostream << "Ground right-clicked" << std::endl;
3215 if (meta && !meta->getString("formspec").empty() && !random_input
3216 && !isKeyDown(KeyType::SNEAK)) {
3217 // Report right click to server
3218 if (nodedef_manager->get(map.getNodeNoEx(nodepos)).rightclickable) {
3219 client->interact(3, pointed);
3222 infostream << "Launching custom inventory view" << std::endl;
3224 InventoryLocation inventoryloc;
3225 inventoryloc.setNodeMeta(nodepos);
3227 NodeMetadataFormSource *fs_src = new NodeMetadataFormSource(
3228 &client->getEnv().getClientMap(), nodepos);
3229 TextDest *txt_dst = new TextDestNodeMetadata(nodepos, client);
3231 auto *&formspec = m_game_ui->updateFormspec("");
3232 GUIFormSpecMenu::create(formspec, client, &input->joystick, fs_src,
3233 txt_dst, client->getFormspecPrepend());
3235 formspec->setFormSpec(meta->getString("formspec"), inventoryloc);
3237 // Report right click to server
3239 camera->setDigging(1); // right click animation (always shown for feedback)
3241 // If the wielded item has node placement prediction,
3243 auto &def = selected_item.getDefinition(itemdef_manager);
3244 bool placed = nodePlacementPrediction(def, selected_item, nodepos,
3249 client->interact(3, pointed);
3251 soundmaker->m_player_rightpunch_sound =
3254 if (client->moddingEnabled())
3255 client->getScript()->on_placenode(pointed, def);
3257 soundmaker->m_player_rightpunch_sound =
3260 if (def.node_placement_prediction.empty() ||
3261 nodedef_manager->get(map.getNodeNoEx(nodepos)).rightclickable) {
3262 client->interact(3, pointed); // Report to server
3264 soundmaker->m_player_rightpunch_sound =
3265 def.sound_place_failed;
3272 bool Game::nodePlacementPrediction(const ItemDefinition &selected_def,
3273 const ItemStack &selected_item, const v3s16 &nodepos, const v3s16 &neighbourpos)
3275 std::string prediction = selected_def.node_placement_prediction;
3276 const NodeDefManager *nodedef = client->ndef();
3277 ClientMap &map = client->getEnv().getClientMap();
3279 bool is_valid_position;
3281 node = map.getNodeNoEx(nodepos, &is_valid_position);
3282 if (!is_valid_position)
3285 if (!prediction.empty() && !(nodedef->get(node).rightclickable &&
3286 !isKeyDown(KeyType::SNEAK))) {
3287 verbosestream << "Node placement prediction for "
3288 << selected_item.name << " is "
3289 << prediction << std::endl;
3290 v3s16 p = neighbourpos;
3292 // Place inside node itself if buildable_to
3293 MapNode n_under = map.getNodeNoEx(nodepos, &is_valid_position);
3294 if (is_valid_position)
3296 if (nodedef->get(n_under).buildable_to)
3299 node = map.getNodeNoEx(p, &is_valid_position);
3300 if (is_valid_position &&!nodedef->get(node).buildable_to)
3305 // Find id of predicted node
3307 bool found = nodedef->getId(prediction, id);
3310 errorstream << "Node placement prediction failed for "
3311 << selected_item.name << " (places "
3313 << ") - Name not known" << std::endl;
3317 const ContentFeatures &predicted_f = nodedef->get(id);
3319 // Predict param2 for facedir and wallmounted nodes
3322 if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
3323 predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
3324 v3s16 dir = nodepos - neighbourpos;
3326 if (abs(dir.Y) > MYMAX(abs(dir.X), abs(dir.Z))) {
3327 param2 = dir.Y < 0 ? 1 : 0;
3328 } else if (abs(dir.X) > abs(dir.Z)) {
3329 param2 = dir.X < 0 ? 3 : 2;
3331 param2 = dir.Z < 0 ? 5 : 4;
3335 if (predicted_f.param_type_2 == CPT2_FACEDIR ||
3336 predicted_f.param_type_2 == CPT2_COLORED_FACEDIR) {
3337 v3s16 dir = nodepos - floatToInt(client->getEnv().getLocalPlayer()->getPosition(), BS);
3339 if (abs(dir.X) > abs(dir.Z)) {
3340 param2 = dir.X < 0 ? 3 : 1;
3342 param2 = dir.Z < 0 ? 2 : 0;
3346 assert(param2 <= 5);
3348 //Check attachment if node is in group attached_node
3349 if (((ItemGroupList) predicted_f.groups)["attached_node"] != 0) {
3350 static v3s16 wallmounted_dirs[8] = {
3360 if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
3361 predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED)
3362 pp = p + wallmounted_dirs[param2];
3364 pp = p + v3s16(0, -1, 0);
3366 if (!nodedef->get(map.getNodeNoEx(pp)).walkable)
3371 if ((predicted_f.param_type_2 == CPT2_COLOR
3372 || predicted_f.param_type_2 == CPT2_COLORED_FACEDIR
3373 || predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED)) {
3374 const std::string &indexstr = selected_item.metadata.getString(
3375 "palette_index", 0);
3376 if (!indexstr.empty()) {
3377 s32 index = mystoi(indexstr);
3378 if (predicted_f.param_type_2 == CPT2_COLOR) {
3380 } else if (predicted_f.param_type_2
3381 == CPT2_COLORED_WALLMOUNTED) {
3382 // param2 = pure palette index + other
3383 param2 = (index & 0xf8) | (param2 & 0x07);
3384 } else if (predicted_f.param_type_2
3385 == CPT2_COLORED_FACEDIR) {
3386 // param2 = pure palette index + other
3387 param2 = (index & 0xe0) | (param2 & 0x1f);
3392 // Add node to client map
3393 MapNode n(id, 0, param2);
3396 LocalPlayer *player = client->getEnv().getLocalPlayer();
3398 // Dont place node when player would be inside new node
3399 // NOTE: This is to be eventually implemented by a mod as client-side Lua
3400 if (!nodedef->get(n).walkable ||
3401 g_settings->getBool("enable_build_where_you_stand") ||
3402 (client->checkPrivilege("noclip") && g_settings->getBool("noclip")) ||
3403 (nodedef->get(n).walkable &&
3404 neighbourpos != player->getStandingNodePos() + v3s16(0, 1, 0) &&
3405 neighbourpos != player->getStandingNodePos() + v3s16(0, 2, 0))) {
3407 // This triggers the required mesh update too
3408 client->addNode(p, n);
3411 } catch (InvalidPositionException &e) {
3412 errorstream << "Node placement prediction failed for "
3413 << selected_item.name << " (places "
3415 << ") - Position not loaded" << std::endl;
3422 void Game::handlePointingAtObject(const PointedThing &pointed,
3423 const ItemStack &tool_item, const v3f &player_position, bool show_debug)
3425 std::wstring infotext = unescape_translate(
3426 utf8_to_wide(runData.selected_object->infoText()));
3429 if (!infotext.empty()) {
3432 infotext += utf8_to_wide(runData.selected_object->debugInfoText());
3435 m_game_ui->setInfoText(infotext);
3437 if (input->getLeftState()) {
3438 bool do_punch = false;
3439 bool do_punch_damage = false;
3441 if (runData.object_hit_delay_timer <= 0.0) {
3443 do_punch_damage = true;
3444 runData.object_hit_delay_timer = object_hit_delay;
3447 if (input->getLeftClicked())
3451 infostream << "Left-clicked object" << std::endl;
3452 runData.left_punch = true;
3455 if (do_punch_damage) {
3456 // Report direct punch
3457 v3f objpos = runData.selected_object->getPosition();
3458 v3f dir = (objpos - player_position).normalize();
3460 bool disable_send = runData.selected_object->directReportPunch(
3461 dir, &tool_item, runData.time_from_last_punch);
3462 runData.time_from_last_punch = 0;
3465 client->interact(0, pointed);
3467 } else if (input->getRightClicked()) {
3468 infostream << "Right-clicked object" << std::endl;
3469 client->interact(3, pointed); // place
3474 void Game::handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
3475 const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime)
3477 // See also: serverpackethandle.cpp, action == 2
3478 LocalPlayer *player = client->getEnv().getLocalPlayer();
3479 ClientMap &map = client->getEnv().getClientMap();
3480 MapNode n = client->getEnv().getClientMap().getNodeNoEx(nodepos);
3482 // NOTE: Similar piece of code exists on the server side for
3484 // Get digging parameters
3485 DigParams params = getDigParams(nodedef_manager->get(n).groups,
3486 &selected_item.getToolCapabilities(itemdef_manager));
3488 // If can't dig, try hand
3489 if (!params.diggable) {
3490 params = getDigParams(nodedef_manager->get(n).groups,
3491 &hand_item.getToolCapabilities(itemdef_manager));
3494 if (!params.diggable) {
3495 // I guess nobody will wait for this long
3496 runData.dig_time_complete = 10000000.0;
3498 runData.dig_time_complete = params.time;
3500 if (m_cache_enable_particles) {
3501 const ContentFeatures &features = client->getNodeDefManager()->get(n);
3502 client->getParticleManager()->addNodeParticle(client,
3503 player, nodepos, n, features);
3507 if (!runData.digging) {
3508 infostream << "Started digging" << std::endl;
3509 runData.dig_instantly = runData.dig_time_complete == 0;
3510 if (client->moddingEnabled() && client->getScript()->on_punchnode(nodepos, n))
3512 client->interact(0, pointed);
3513 runData.digging = true;
3514 runData.ldown_for_dig = true;
3517 if (!runData.dig_instantly) {
3518 runData.dig_index = (float)crack_animation_length
3520 / runData.dig_time_complete;
3522 // This is for e.g. torches
3523 runData.dig_index = crack_animation_length;
3526 SimpleSoundSpec sound_dig = nodedef_manager->get(n).sound_dig;
3528 if (sound_dig.exists() && params.diggable) {
3529 if (sound_dig.name == "__group") {
3530 if (!params.main_group.empty()) {
3531 soundmaker->m_player_leftpunch_sound.gain = 0.5;
3532 soundmaker->m_player_leftpunch_sound.name =
3533 std::string("default_dig_") +
3537 soundmaker->m_player_leftpunch_sound = sound_dig;
3541 // Don't show cracks if not diggable
3542 if (runData.dig_time_complete >= 100000.0) {
3543 } else if (runData.dig_index < crack_animation_length) {
3544 //TimeTaker timer("client.setTempMod");
3545 //infostream<<"dig_index="<<dig_index<<std::endl;
3546 client->setCrack(runData.dig_index, nodepos);
3548 infostream << "Digging completed" << std::endl;
3549 client->setCrack(-1, v3s16(0, 0, 0));
3551 runData.dig_time = 0;
3552 runData.digging = false;
3553 // we successfully dug, now block it from repeating if we want to be safe
3554 if (g_settings->getBool("safe_dig_and_place"))
3555 runData.digging_blocked = true;
3557 runData.nodig_delay_timer =
3558 runData.dig_time_complete / (float)crack_animation_length;
3560 // We don't want a corresponding delay to very time consuming nodes
3561 // and nodes without digging time (e.g. torches) get a fixed delay.
3562 if (runData.nodig_delay_timer > 0.3)
3563 runData.nodig_delay_timer = 0.3;
3564 else if (runData.dig_instantly)
3565 runData.nodig_delay_timer = 0.15;
3567 bool is_valid_position;
3568 MapNode wasnode = map.getNodeNoEx(nodepos, &is_valid_position);
3569 if (is_valid_position) {
3570 if (client->moddingEnabled() &&
3571 client->getScript()->on_dignode(nodepos, wasnode)) {
3575 const ContentFeatures &f = client->ndef()->get(wasnode);
3576 if (f.node_dig_prediction == "air") {
3577 client->removeNode(nodepos);
3578 } else if (!f.node_dig_prediction.empty()) {
3580 bool found = client->ndef()->getId(f.node_dig_prediction, id);
3582 client->addNode(nodepos, id, true);
3584 // implicit else: no prediction
3587 client->interact(2, pointed);
3589 if (m_cache_enable_particles) {
3590 const ContentFeatures &features =
3591 client->getNodeDefManager()->get(wasnode);
3592 client->getParticleManager()->addDiggingParticles(client,
3593 player, nodepos, wasnode, features);
3597 // Send event to trigger sound
3598 client->getEventManager()->put(new NodeDugEvent(nodepos, wasnode));
3601 if (runData.dig_time_complete < 100000.0) {
3602 runData.dig_time += dtime;
3604 runData.dig_time = 0;
3605 client->setCrack(-1, nodepos);
3608 camera->setDigging(0); // left click animation
3612 void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
3613 const CameraOrientation &cam)
3615 LocalPlayer *player = client->getEnv().getLocalPlayer();
3621 if (draw_control->range_all) {
3622 runData.fog_range = 100000 * BS;
3624 runData.fog_range = draw_control->wanted_range * BS;
3628 Calculate general brightness
3630 u32 daynight_ratio = client->getEnv().getDayNightRatio();
3631 float time_brightness = decode_light_f((float)daynight_ratio / 1000.0);
3632 float direct_brightness;
3635 if (m_cache_enable_noclip && m_cache_enable_free_move) {
3636 direct_brightness = time_brightness;
3637 sunlight_seen = true;
3639 ScopeProfiler sp(g_profiler, "Detecting background light", SPT_AVG);
3640 float old_brightness = sky->getBrightness();
3641 direct_brightness = client->getEnv().getClientMap()
3642 .getBackgroundBrightness(MYMIN(runData.fog_range * 1.2, 60 * BS),
3643 daynight_ratio, (int)(old_brightness * 255.5), &sunlight_seen)
3647 float time_of_day_smooth = runData.time_of_day_smooth;
3648 float time_of_day = client->getEnv().getTimeOfDayF();
3650 static const float maxsm = 0.05f;
3651 static const float todsm = 0.05f;
3653 if (std::fabs(time_of_day - time_of_day_smooth) > maxsm &&
3654 std::fabs(time_of_day - time_of_day_smooth + 1.0) > maxsm &&
3655 std::fabs(time_of_day - time_of_day_smooth - 1.0) > maxsm)
3656 time_of_day_smooth = time_of_day;
3658 if (time_of_day_smooth > 0.8 && time_of_day < 0.2)
3659 time_of_day_smooth = time_of_day_smooth * (1.0 - todsm)
3660 + (time_of_day + 1.0) * todsm;
3662 time_of_day_smooth = time_of_day_smooth * (1.0 - todsm)
3663 + time_of_day * todsm;
3665 runData.time_of_day_smooth = time_of_day_smooth;
3667 sky->update(time_of_day_smooth, time_brightness, direct_brightness,
3668 sunlight_seen, camera->getCameraMode(), player->getYaw(),
3669 player->getPitch());
3675 if (sky->getCloudsVisible()) {
3676 clouds->setVisible(true);
3677 clouds->step(dtime);
3678 // camera->getPosition is not enough for 3rd person views
3679 v3f camera_node_position = camera->getCameraNode()->getPosition();
3680 v3s16 camera_offset = camera->getOffset();
3681 camera_node_position.X = camera_node_position.X + camera_offset.X * BS;
3682 camera_node_position.Y = camera_node_position.Y + camera_offset.Y * BS;
3683 camera_node_position.Z = camera_node_position.Z + camera_offset.Z * BS;
3684 clouds->update(camera_node_position,
3685 sky->getCloudColor());
3686 if (clouds->isCameraInsideCloud() && m_cache_enable_fog) {
3687 // if inside clouds, and fog enabled, use that as sky
3689 video::SColor clouds_dark = clouds->getColor()
3690 .getInterpolated(video::SColor(255, 0, 0, 0), 0.9);
3691 sky->overrideColors(clouds_dark, clouds->getColor());
3692 sky->setBodiesVisible(false);
3693 runData.fog_range = std::fmin(runData.fog_range * 0.5f, 32.0f * BS);
3694 // do not draw clouds after all
3695 clouds->setVisible(false);
3698 clouds->setVisible(false);
3705 client->getParticleManager()->step(dtime);
3711 if (m_cache_enable_fog) {
3714 video::EFT_FOG_LINEAR,
3715 runData.fog_range * m_cache_fog_start,
3716 runData.fog_range * 1.0,
3724 video::EFT_FOG_LINEAR,
3734 Get chat messages from client
3737 v2u32 screensize = driver->getScreenSize();
3739 updateChat(dtime, screensize);
3745 if (player->getWieldIndex() != runData.new_playeritem)
3746 client->setPlayerItem(runData.new_playeritem);
3748 // Update local inventory if it has changed
3749 if (client->getLocalInventoryUpdated()) {
3750 //infostream<<"Updating local inventory"<<std::endl;
3751 runData.update_wielded_item_trigger = true;
3754 if (runData.update_wielded_item_trigger) {
3755 // Update wielded tool
3756 ItemStack selected_item, hand_item;
3757 ItemStack &tool_item = player->getWieldedItem(&selected_item, &hand_item);
3758 camera->wield(tool_item);
3760 runData.update_wielded_item_trigger = false;
3764 Update block draw list every 200ms or when camera direction has
3767 runData.update_draw_list_timer += dtime;
3769 v3f camera_direction = camera->getDirection();
3770 if (runData.update_draw_list_timer >= 0.2
3771 || runData.update_draw_list_last_cam_dir.getDistanceFrom(camera_direction) > 0.2
3772 || m_camera_offset_changed) {
3773 runData.update_draw_list_timer = 0;
3774 client->getEnv().getClientMap().updateDrawList();
3775 runData.update_draw_list_last_cam_dir = camera_direction;
3778 m_game_ui->update(*stats, client, draw_control, cam, runData.pointed_old, gui_chat_console, dtime);
3781 make sure menu is on top
3782 1. Delete formspec menu reference if menu was removed
3783 2. Else, make sure formspec menu is on top
3785 auto formspec = m_game_ui->getFormspecGUI();
3786 do { // breakable. only runs for one iteration
3790 if (formspec->getReferenceCount() == 1) {
3791 m_game_ui->deleteFormspec();
3795 auto &loc = formspec->getFormspecLocation();
3796 if (loc.type == InventoryLocation::NODEMETA) {
3797 NodeMetadata *meta = client->getEnv().getClientMap().getNodeMetadata(loc.p);
3798 if (!meta || meta->getString("formspec").empty()) {
3799 formspec->quitMenu();
3805 guiroot->bringToFront(formspec);
3811 const video::SColor &skycolor = sky->getSkyColor();
3813 TimeTaker tt_draw("mainloop: draw");
3814 driver->beginScene(true, true, skycolor);
3816 bool draw_wield_tool = (m_game_ui->m_flags.show_hud &&
3817 (player->hud_flags & HUD_FLAG_WIELDITEM_VISIBLE) &&
3818 (camera->getCameraMode() == CAMERA_MODE_FIRST));
3819 bool draw_crosshair = (
3820 (player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE) &&
3821 (camera->getCameraMode() != CAMERA_MODE_THIRD_FRONT));
3822 #ifdef HAVE_TOUCHSCREENGUI
3824 draw_crosshair = !g_settings->getBool("touchtarget");
3825 } catch (SettingNotFoundException) {
3828 RenderingEngine::draw_scene(skycolor, m_game_ui->m_flags.show_hud,
3829 m_game_ui->m_flags.show_minimap, draw_wield_tool, draw_crosshair);
3834 if (m_game_ui->m_flags.show_profiler_graph)
3835 graph->draw(10, screensize.Y - 10, driver, g_fontengine->getFont());
3840 if (runData.damage_flash > 0.0f) {
3841 video::SColor color(runData.damage_flash, 180, 0, 0);
3842 driver->draw2DRectangle(color,
3843 core::rect<s32>(0, 0, screensize.X, screensize.Y),
3846 runData.damage_flash -= 384.0f * dtime;
3852 if (player->hurt_tilt_timer > 0.0f) {
3853 player->hurt_tilt_timer -= dtime * 6.0f;
3855 if (player->hurt_tilt_timer < 0.0f)
3856 player->hurt_tilt_strength = 0.0f;
3860 Update minimap pos and rotation
3862 if (mapper && m_game_ui->m_flags.show_minimap && m_game_ui->m_flags.show_hud) {
3863 mapper->setPos(floatToInt(player->getPosition(), BS));
3864 mapper->setAngle(player->getYaw());
3872 stats->drawtime = tt_draw.stop(true);
3873 g_profiler->graphAdd("mainloop_draw", stats->drawtime / 1000.0f);
3876 /* Log times and stuff for visualization */
3877 inline void Game::updateProfilerGraphs(ProfilerGraph *graph)
3879 Profiler::GraphValues values;
3880 g_profiler->graphGet(values);
3886 /****************************************************************************
3888 ****************************************************************************/
3890 /* On some computers framerate doesn't seem to be automatically limited
3892 inline void Game::limitFps(FpsControl *fps_timings, f32 *dtime)
3894 // not using getRealTime is necessary for wine
3895 device->getTimer()->tick(); // Maker sure device time is up-to-date
3896 u32 time = device->getTimer()->getTime();
3897 u32 last_time = fps_timings->last_time;
3899 if (time > last_time) // Make sure time hasn't overflowed
3900 fps_timings->busy_time = time - last_time;
3902 fps_timings->busy_time = 0;
3904 u32 frametime_min = 1000 / (g_menumgr.pausesGame()
3905 ? g_settings->getFloat("pause_fps_max")
3906 : g_settings->getFloat("fps_max"));
3908 if (fps_timings->busy_time < frametime_min) {
3909 fps_timings->sleep_time = frametime_min - fps_timings->busy_time;
3910 device->sleep(fps_timings->sleep_time);
3912 fps_timings->sleep_time = 0;
3915 /* Get the new value of the device timer. Note that device->sleep() may
3916 * not sleep for the entire requested time as sleep may be interrupted and
3917 * therefore it is arguably more accurate to get the new time from the
3918 * device rather than calculating it by adding sleep_time to time.
3921 device->getTimer()->tick(); // Update device timer
3922 time = device->getTimer()->getTime();
3924 if (time > last_time) // Make sure last_time hasn't overflowed
3925 *dtime = (time - last_time) / 1000.0;
3929 fps_timings->last_time = time;
3932 void Game::showOverlayMessage(const char *msg, float dtime, int percent, bool draw_clouds)
3934 const wchar_t *wmsg = wgettext(msg);
3935 RenderingEngine::draw_load_screen(wmsg, guienv, texture_src, dtime, percent,
3940 void Game::settingChangedCallback(const std::string &setting_name, void *data)
3942 ((Game *)data)->readSettings();
3945 void Game::readSettings()
3947 m_cache_doubletap_jump = g_settings->getBool("doubletap_jump");
3948 m_cache_enable_clouds = g_settings->getBool("enable_clouds");
3949 m_cache_enable_joysticks = g_settings->getBool("enable_joysticks");
3950 m_cache_enable_particles = g_settings->getBool("enable_particles");
3951 m_cache_enable_fog = g_settings->getBool("enable_fog");
3952 m_cache_mouse_sensitivity = g_settings->getFloat("mouse_sensitivity");
3953 m_cache_joystick_frustum_sensitivity = g_settings->getFloat("joystick_frustum_sensitivity");
3954 m_repeat_right_click_time = g_settings->getFloat("repeat_rightclick_time");
3956 m_cache_enable_noclip = g_settings->getBool("noclip");
3957 m_cache_enable_free_move = g_settings->getBool("free_move");
3959 m_cache_fog_start = g_settings->getFloat("fog_start");
3961 m_cache_cam_smoothing = 0;
3962 if (g_settings->getBool("cinematic"))
3963 m_cache_cam_smoothing = 1 - g_settings->getFloat("cinematic_camera_smoothing");
3965 m_cache_cam_smoothing = 1 - g_settings->getFloat("camera_smoothing");
3967 m_cache_fog_start = rangelim(m_cache_fog_start, 0.0f, 0.99f);
3968 m_cache_cam_smoothing = rangelim(m_cache_cam_smoothing, 0.01f, 1.0f);
3969 m_cache_mouse_sensitivity = rangelim(m_cache_mouse_sensitivity, 0.001, 100.0);
3971 m_does_lost_focus_pause_game = g_settings->getBool("pause_on_lost_focus");
3974 /****************************************************************************/
3975 /****************************************************************************
3977 ****************************************************************************/
3978 /****************************************************************************/
3980 void Game::extendedResourceCleanup()
3982 // Extended resource accounting
3983 infostream << "Irrlicht resources after cleanup:" << std::endl;
3984 infostream << "\tRemaining meshes : "
3985 << RenderingEngine::get_mesh_cache()->getMeshCount() << std::endl;
3986 infostream << "\tRemaining textures : "
3987 << driver->getTextureCount() << std::endl;
3989 for (unsigned int i = 0; i < driver->getTextureCount(); i++) {
3990 irr::video::ITexture *texture = driver->getTextureByIndex(i);
3991 infostream << "\t\t" << i << ":" << texture->getName().getPath().c_str()
3995 clearTextureNameCache();
3996 infostream << "\tRemaining materials: "
3997 << driver-> getMaterialRendererCount()
3998 << " (note: irrlicht doesn't support removing renderers)" << std::endl;
4001 void Game::showDeathFormspec()
4003 static std::string formspec_str =
4004 std::string(FORMSPEC_VERSION_STRING) +
4006 "bgcolor[#320000b4;true]"
4007 "label[4.85,1.35;" + gettext("You died") + "]"
4008 "button_exit[4,3;3,0.5;btn_respawn;" + gettext("Respawn") + "]"
4012 /* Note: FormspecFormSource and LocalFormspecHandler *
4013 * are deleted by guiFormSpecMenu */
4014 FormspecFormSource *fs_src = new FormspecFormSource(formspec_str);
4015 LocalFormspecHandler *txt_dst = new LocalFormspecHandler("MT_DEATH_SCREEN", client);
4017 auto *&formspec = m_game_ui->getFormspecGUI();
4018 GUIFormSpecMenu::create(formspec, client, &input->joystick,
4019 fs_src, txt_dst, client->getFormspecPrepend());
4020 formspec->setFocus("btn_respawn");
4023 #define GET_KEY_NAME(KEY) gettext(getKeySetting(#KEY).name())
4024 void Game::showPauseMenu()
4027 static const std::string control_text = strgettext("Default Controls:\n"
4028 "No menu visible:\n"
4029 "- single tap: button activate\n"
4030 "- double tap: place/use\n"
4031 "- slide finger: look around\n"
4032 "Menu/Inventory visible:\n"
4033 "- double tap (outside):\n"
4035 "- touch stack, touch slot:\n"
4037 "- touch&drag, tap 2nd finger\n"
4038 " --> place single item to slot\n"
4041 static const std::string control_text_template = strgettext("Controls:\n"
4042 "- %s: move forwards\n"
4043 "- %s: move backwards\n"
4045 "- %s: move right\n"
4046 "- %s: jump/climb\n"
4047 "- %s: sneak/go down\n"
4050 "- Mouse: turn/look\n"
4051 "- Mouse left: dig/punch\n"
4052 "- Mouse right: place/use\n"
4053 "- Mouse wheel: select item\n"
4057 char control_text_buf[600];
4059 porting::mt_snprintf(control_text_buf, sizeof(control_text_buf), control_text_template.c_str(),
4060 GET_KEY_NAME(keymap_forward),
4061 GET_KEY_NAME(keymap_backward),
4062 GET_KEY_NAME(keymap_left),
4063 GET_KEY_NAME(keymap_right),
4064 GET_KEY_NAME(keymap_jump),
4065 GET_KEY_NAME(keymap_sneak),
4066 GET_KEY_NAME(keymap_drop),
4067 GET_KEY_NAME(keymap_inventory),
4068 GET_KEY_NAME(keymap_chat)
4071 std::string control_text = std::string(control_text_buf);
4072 str_formspec_escape(control_text);
4075 float ypos = simple_singleplayer_mode ? 0.7f : 0.1f;
4076 std::ostringstream os;
4078 os << FORMSPEC_VERSION_STRING << SIZE_TAG
4079 << "button_exit[4," << (ypos++) << ";3,0.5;btn_continue;"
4080 << strgettext("Continue") << "]";
4082 if (!simple_singleplayer_mode) {
4083 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_change_password;"
4084 << strgettext("Change Password") << "]";
4086 os << "field[4.95,0;5,1.5;;" << strgettext("Game paused") << ";]";
4090 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_sound;"
4091 << strgettext("Sound Volume") << "]";
4092 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_key_config;"
4093 << strgettext("Change Keys") << "]";
4095 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_exit_menu;"
4096 << strgettext("Exit to Menu") << "]";
4097 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_exit_os;"
4098 << strgettext("Exit to OS") << "]"
4099 << "textarea[7.5,0.25;3.9,6.25;;" << control_text << ";]"
4100 << "textarea[0.4,0.25;3.9,6.25;;" << PROJECT_NAME_C " " VERSION_STRING "\n"
4102 << strgettext("Game info:") << "\n";
4103 const std::string &address = client->getAddressName();
4104 static const std::string mode = strgettext("- Mode: ");
4105 if (!simple_singleplayer_mode) {
4106 Address serverAddress = client->getServerAddress();
4107 if (!address.empty()) {
4108 os << mode << strgettext("Remote server") << "\n"
4109 << strgettext("- Address: ") << address;
4111 os << mode << strgettext("Hosting server");
4113 os << "\n" << strgettext("- Port: ") << serverAddress.getPort() << "\n";
4115 os << mode << strgettext("Singleplayer") << "\n";
4117 if (simple_singleplayer_mode || address.empty()) {
4118 static const std::string on = strgettext("On");
4119 static const std::string off = strgettext("Off");
4120 const std::string &damage = g_settings->getBool("enable_damage") ? on : off;
4121 const std::string &creative = g_settings->getBool("creative_mode") ? on : off;
4122 const std::string &announced = g_settings->getBool("server_announce") ? on : off;
4123 os << strgettext("- Damage: ") << damage << "\n"
4124 << strgettext("- Creative Mode: ") << creative << "\n";
4125 if (!simple_singleplayer_mode) {
4126 const std::string &pvp = g_settings->getBool("enable_pvp") ? on : off;
4127 os << strgettext("- PvP: ") << pvp << "\n"
4128 << strgettext("- Public: ") << announced << "\n";
4129 std::string server_name = g_settings->get("server_name");
4130 str_formspec_escape(server_name);
4131 if (announced == on && !server_name.empty())
4132 os << strgettext("- Server Name: ") << server_name;
4139 /* Note: FormspecFormSource and LocalFormspecHandler *
4140 * are deleted by guiFormSpecMenu */
4141 FormspecFormSource *fs_src = new FormspecFormSource(os.str());
4142 LocalFormspecHandler *txt_dst = new LocalFormspecHandler("MT_PAUSE_MENU");
4144 auto *&formspec = m_game_ui->getFormspecGUI();
4145 GUIFormSpecMenu::create(formspec, client, &input->joystick,
4146 fs_src, txt_dst, client->getFormspecPrepend());
4147 formspec->setFocus("btn_continue");
4148 formspec->doPause = true;
4151 /****************************************************************************/
4152 /****************************************************************************
4153 extern function for launching the game
4154 ****************************************************************************/
4155 /****************************************************************************/
4157 void the_game(bool *kill,
4159 InputHandler *input,
4160 const std::string &map_dir,
4161 const std::string &playername,
4162 const std::string &password,
4163 const std::string &address, // If empty local server is created
4166 std::string &error_message,
4167 ChatBackend &chat_backend,
4168 bool *reconnect_requested,
4169 const SubgameSpec &gamespec, // Used for local game
4170 bool simple_singleplayer_mode)
4174 /* Make a copy of the server address because if a local singleplayer server
4175 * is created then this is updated and we don't want to change the value
4176 * passed to us by the calling function
4178 std::string server_address = address;
4182 if (game.startup(kill, random_input, input, map_dir,
4183 playername, password, &server_address, port, error_message,
4184 reconnect_requested, &chat_backend, gamespec,
4185 simple_singleplayer_mode)) {
4190 } catch (SerializationError &e) {
4191 error_message = std::string("A serialization error occurred:\n")
4192 + e.what() + "\n\nThe server is probably "
4193 " running a different version of " PROJECT_NAME_C ".";
4194 errorstream << error_message << std::endl;
4195 } catch (ServerError &e) {
4196 error_message = e.what();
4197 errorstream << "ServerError: " << error_message << std::endl;
4198 } catch (ModError &e) {
4199 error_message = std::string("ModError: ") + e.what() +
4200 strgettext("\nCheck debug.txt for details.");
4201 errorstream << error_message << std::endl;